Portable proprioceptive peripatetic polylinear video player

ABSTRACT

Departing from one-way linear cinema played on a single rectangular screen, this multi-channel virtual environment involves a cinematic paradigm that undoes habitual ways of framing things, employing architectural concepts in a polylinear video/sound construction to create a type of experience that allows the world to reveal itself and permits discovery on the part of participants. Techniques are disclosed for peripatetic navigation through virtual space with a handheld computing device, leveraging human spatial memory to form a proprioceptive sense of location, allowing a participant to easily navigate amongst a plurality of simultaneously playing videos and to center in front of individual video panes in said space, making it comfortable for a participant to rest in a fixed posture and orientation while selectively viewing any one of the video streams, and providing spatialized 3D audio cues that invite awareness of other content unfolding simultaneously in the virtual environment.

RELATED APPLICATIONS

This application claims priority benefit of U.S. Provisional ApplicationSer. No. 61/666,216 filed on 29 Jun. 2012.

FIELD OF THE INVENTION

The present inventors intend this invention to be understood by personswith expertise in the science of user-centered experience design (“UCD”)and the art of interactive media (“IM”), including expertise in thefunctional specification of human-computer interfaces for digital mediainvolving interactions between a participant and a hardware and/orsoftware system. The person of ordinary skill in the art (“designexpert” or “designer”) need not be trained in computer engineeringmatters nor be able to implement the invention single-handedly.

The functional relationship between a designer and an engineer (who isskilled in writing code and/or building hardware) is akin to therelationship between the architect of a home and the builder of thehome. The architect needs to know enough about structure and materialsto be able to draft blueprints for the practical and aesthetic featuresof buildings, but may lack skills, credentials and equipment required tocarry out the construction. Minimum qualifications for an interactivemedia designer include expertise in and appreciation of human factors aswell as sufficient knowledge of hardware and software technology to beable to specify and/or direct engineer(s) in the building of systems tohuman-computer interaction specifications.

The U.S. patent classification for this patent should prioritizeexpertise in UCD for interactive media, human factors (“HF”), userexperience (“UX”), user interface (“UI”) and interaction design (“I×D”)over engineering. The specification is intended for understanding bypractitioners who have demonstrated real-world experience andtechnical/creative proficiency in the science of UCD, HF, UX, UI designand I×D for IM.

For clarity and consistency of interpretation, the following terms usedherein shall have the following definitions. If the definition of a termherein is in conflict with the ordinary and customary meaning of suchterm, the definition herein shall be the definition applied.

The term “computer” means a device or system with at least onemicroprocessor. Examples of computers include but are not limited tolaptop computers, tablet computers, mobile phones, digital mediaplayers, game consoles, digital wristwatches, head-mounted displaysystems, digital televisions, set-top boxes and file servers. The term“device” is meant to be interchangeable with the term computer where itis clear from the context that the reference is to a computer as definedherein (i.e. with at least one microprocessor).

The terms “handheld device” and “handheld computing device” can be usedinterchangeably to mean (a) a computer that may be held or worn by aparticipant during use and/or (b) a computer that can detect motion of aparticipant's body in space. An example of the latter is a MicrosoftX-BOX 360 equipped with Kinect motion sensing input hardware. Thus, theconcepts described herein regarding detection of device postures and/ormotions should be understood as inclusive of detection of posturesand/or motions by a participant whose body is not in direct physicalcontact with a computer. For example, the described function ofdetecting the pivoting of a device around the device's x-axis is meantto be inclusive of the function of detecting the pivoting aparticipant's hand, for example, around an analogous x-axis of theparticipant or participant's hand.

The terms “computer readable medium” and “computer readable media” canbe used interchangeably to mean storage that can be accessed by acomputer. These terms include temporary transitory storage (such as datacaches used by web browsers, streaming media players and digital videorecorders), provided that neither term is intended to include anypropagated signal, any carrier wave or any other non-statutory subjectmatter.

A “participant” means a person situated for interaction with a computer;and broadly encompasses a variety of terms commonly used to describehumans in relation to computers—including the words user, player,reader, viewer, listener, visitor, audience and audient (i.e. anaudience of one). The hands visible in the figures are representative ofparticipant's hands.

The term “configured” means the state of a device with software forperforming identified functions. The phrase “capable of” isinterchangeable with the phrase “configured for.” Thus, a device lackingsoftware for performing a particular identified function is not capableof performing this function even though the device might have thepotential to be configured for performing such function by adding thenecessary software.

“Software” means a set of instructions that when installed on a computerconfigures that computer with the readiness to perform one or morefunctions. The terms “computer program,” “application” and “app” aremeant to be synonymous with the term software.

The term “information” may be used to describe either or bothmachine-readable data and displayable content.

The term “content” means human-perceivable information such as stillimages, three-dimensional objects, text, movies, audio recordings,tactile data and tangible patterns. Content for display may be retrievedfrom memory storage (e.g. may be fixed and predetermined before a givenparticipant experience) or may be computationally generated in part orin whole on the fly.

“Generate” means to cause something to exist—whether from scratch, fromstored data, or a combination thereof.

The phrase “on the fly” means occurring in response to participantinteraction, content triggers and/or other variables during a givenparticipant experience. The specific outcome of an on the flycomputation is neither fixed nor predetermined.

The noun “display” means an output device for conveying information to aparticipant, including but not limited to visual display hardware (suchas LCD screens and image projectors), auditory display hardware (such asspeakers and headphones), tactile display hardware (such as braille andtextural haptics, piezoelectric vibration motors and force-feedbacksystems) and other sensory displays.

The verb “display” means to output information (e.g. visual, auditoryand/or tactile content) for perception by a participant using one ormore modalities of communication through one or more displays, thusallowing said participant to see, hear and/or feel said information.

A “production” means a collection of machine-executable instructions andcontent. “Production content” means the displayable portion of aproduction. “Production instructions” means the machine-executableportion of a production. Production content and production instructionsmay be fixed and predetermined before a given participant experience ormay be computationally established in part or in whole on the fly.

“Run” and “execute” are used synonymously to mean to carry out machineexecutable instructions.

To “produce” means to dispatch the displayable content of a productionfor display and/or to run the executable portion of a production. To beclear, if a person inserts a DVD movie into a DVD player and presses the“play” button on the DVD player and the DVD player executes instructionsto play the movie, then the player is “producing” the movie—whether ornot any screens or speakers are connected to said DVD player. Producingis distinct from displaying; and producing does not require displayingto occur.

“Continuous play content” (“CPC”) means audio and/or video content thatwill play continuously from beginning to end if there is no outsideintervention. If a participant does nothing, for example, continuousplay content has the inherent characteristic of continuing to play froma beginning (or early) point to an end (or later) point. This isdistinct from a game, wherein if the player does nothing, the actioneither stops until the player takes an action or stops because theplayer failed to achieve an objective (e.g. the character controlled bythe player is killed). CPC may be read from various locations, includingbut not limited to local storage on a device, from a remote storagelocation such as a server, or may be streamed live from a broadcast(one-to-many) such as a sporting event or a live point-to-point ormulti-point videoconference.

The terms “videoconference stream” and “videoconference video” can beused interchangeably to mean CPC of videoconference attendee(s),slide(s), shared screen(s), whiteboard(s) and/or other CPC of avideoconference.

The noun “stream” means a sequence of data elements made available overtime.

The verb “stream” means to transfer a sequence of data elements from onelocation to another (such as from local storage, from a remote storagelocation or from a live feed) for display or processing over time.

“Segment” means a stream or portion of a stream. Beginning and endingtermini of a segment may be fixed and predetermined by a designer priorto a given participant experience, or one or both termini may beestablished on the fly.

A “segment descriptor” is information describing a segment. A segmentdescriptor may, but does not necessarily include information identifyingparameters of a segment, such as a beginning or an ending terminus ofthe segment.

“Audio” and “audio content” mean a stream of auditory continuous playcontent. Examples include, but are not limited to, 8 bit and 16 bitlinear pulse-code modulated (“PCM”) audio, variable bit rate (“VBR”)encoded audio, MP3 compressed audio files and CAFF containers with16-bit little endian integer PCM formatted content. Audio content mayalso include sounds and/or soundtracks synthesized and/or mixed on thefly.

A “sprite” is a graphical, auditory and/or tactile content element (suchas an animated character or informational overlay) that can becomputationally modeled, managed and rendered separately from othercontent. Sprite animation sequences may be predetermined and/orcalculated on the fly. Sprites are widely used in two-dimensional (“2D”)and three-dimensional (“3D”) computer games—moving characters and otherobjects independently of the game playfield. Sprites are also used indigital animation and film-making processes—compositing motion-captureavatars, for example, into real or fabricated scenes. But once theframes of a digital film are rendered for storage and/or transmission,the sprites are no longer produced as independently controllableentities.

“Video” and “video content” mean a stream of continuous play contentthat can be produced for display through a visual display, which mayinclude or be accompanied by an audio stream. An example is a motionpicture movie stored on film or an optical disc. “Video content,” asused herein, does not include video signals containing manipulableanimated sprites. And while sprites may be overlaid in front of, aroundor otherwise produced with sequences of frames of visual CPC, a visuallydisplayed sprite/CPC combination is not video. The term “movie” is meantto be synonymous with the term video, and is inclusive of livetransmissions such as videoconference streams and broadcast televisionprograms.

For example, one popular video format in the year 2012 is a 1920 pixel x1080 pixel MPEG-4 movie storage file or live transmission streamencoded, stored and/or transmitted with an H.264 codec (compressioncoder decoder) for display at 29.97 frames per second. The video may beoptionally associated with one or more audio soundtracks such as astereo 44.1 kHz MPEG-4 audio storage file or live transmission streamencoded, for example, with an AAC codec at 256 kbits per second. One ormore related videos and one or more related audio tracks may be storedand/or transmitted together in one or more bundled data file(s) or bereferenced independently. Videos can be of any pixel dimensions, framerate and compression.

U.S. Pat. No. 5,692,212 (“Roach”) teaches a form of digital mediaproduction called an “interactive movie” that requires participantinteraction to determine a course of events in achoose-your-own-adventure style game. Roach's “interactive movies”comprise a narrative storyline and navigable game environment over whichshort videos are superimposed from time to time. Despite the occasionalinclusion of such video content, this genre of production is notcontinuous play content capable of being played passively from beginningto end without participant interaction. Thus, such “interactive movies”fall outside the definitions of “movie” and “video” and “video content”used herein.

To be clear, the term video is not meant to exclude interactivity orpolylinearity. Moreover, special effects and other enhancements maycomplement a video in a given participant experience. Such enhancementsmay include but are not limited to annotations, overlays, subtitles,cues and machine-readable instructions for display transformations suchas transitions and video pane entrance, exit, movement, resizing orother video pane transformations to occur at preset times or in responseto participant interaction. Video interactions may range from basicmedia transport functions (such as pause, fast-forward, rewind, skipforward and skip back) to traversing links from a video to relatedcontent (whether or not such related content is video), traversingseamless expansions (U.S. Pat. No. 6,393,158, U.S. Pat. No. 6,621,980,U.S. Pat. No. 7,467,218, U.S. Pat. No. 7,890,648, U.S. Pat. No.8,122,143 and U.S. patent application Ser. No. 13/348,624 by two of thethree present inventors), engaging interactive advertisements orotherwise directing the flow of the video. The definition of the termvideo is, however, meant to be limited to a form of content that can beplayed from beginning—once initiated—to end, without further participantinteraction.

To “play” means to produce a stream of audio and/or video content,whether said content is stored or live (e.g. a videoconference orbroadcast show).

A “video player” or “player” is a device and/or application capable ofplaying one or more videos from beginning—once initiated—to end, withoutfurther participant interaction. Example video players are hardware andsoftware DVD players, Blu-ray disc players, digital video recorders(such as TiVo Inc.'s TiVo Premiere), streaming movie applications (suchas Netflix, Inc.'s Internet subscription service) and videoconferencingapplications such as Microsoft Corporation's Skype and Apple, Inc.(“Apple”) iChat and Message.

The noun “transition” means audio and/or visual content and/or effect(s)that is/are produced while passing from one portion of a production toanother portion of the production.

The verb “transition” means to pass from one portion of a production toanother portion of the production.

A “cue” is a prompt or guiding suggestion. A cue may act, for example,as an indicator to a participant to know what is possible to do or whereit is possible to go. Cues may be communicated in any one or combinationof modalities perceivable by participants, such as auditory, visual andtactile. Cues are not limited to discrete signifiers (such as anidentifiable tone, textual overlay, graphical sprite or button), but maybe action- or timing-based (e.g. whenever a dog in a video wags its tailfor more than 2 seconds), or semantically hinted (e.g. whenever a personin a video makes reference to new possibilities).

“Highlighting” means to call attention to a cue or to other informationusing one or more of auditory, visual, tactile or other modalities.

The noun “link” means a rule or collection of rules that determines theselection of content to play, display or produce next. A link may be apredetermined connection or may be established on the fly. A link maycontain or reference information about where it is coming from, butdoesn't need to specify such information.

The verb “link” means to traverse a link.

“Polylinear” means a plurality of video and/or audio streams that playsimultaneously for at least a portion of time. The beginnings of eachstream participating in polylinearity need not occur simultaneously; andthe endings of each stream participating in polylinearity need not occursimultaneously.

“Polyphonic” means sonic polylinearity comprising audio streams that mayor may not be distinguishable from one another by a listener duringsimultaneous playback. Audio streams that are located apart from oneanother in a space allow for locational distinguishability by alistener, especially when displayed through two or more speakersassociated with at least two audio channels (such as a left and a rightchannel). Polyphonic distinguishability may also be accomplished ondevices with only a single speaker by lowering the volume of soundslocated far away in a virtual environment, while raising the volume ofsounds located nearby in the virtual environment.

A “video pane” is a virtual visual display surface where a video isrendered in a virtual environment. The video pane needs not be 2D (i.e.flat) or rectilinear, and could be invisible when no video content ispresent. The video content may be rendered as opaque or it can betransparent, allowing a participant to see through it. A video pane mayoptionally be sized to fill the entirety of a visual display or mayoptionally fill the entirety of a window containing a virtualenvironment in a windowed computer operating system environment such asMac OS X or Microsoft Windows.

A “virtual environment” (“YE”) is a multi-dimensional space in whichcontent is produced for display. “Virtual camera” and “virtual cameraview” mean the perspective from which a VE is produced for display to aparticipant. A “virtual speaker” is a location for sound in a VE.

“Perspective” means a set of one or more virtual camera variablesrelating to the production of a VE for display. Examples includelocation of the virtual camera in the VE, orientation of the virtualcamera, field of view, depth of field and clipping planes.

Spatial “location” means the place where a point, a two-dimensionallydefined region or a three-dimensionally defined region is situated in aVE or in the real world. “Temporal location” means a point in time or aspan of time.

“Posture” means the position of a handheld device in relation to theEarth and/or a participant. Posture may be absolute (e.g. perpendicularto the ground and facing due east) or relative (e.g. slid left, tippedright, pushed or pulled). Posture may be used to describe either asingle variable or a collection of variables.

“Orientation” means the facing of a person, virtual camera or device.The orientation of a person is the general direction their chest isfacing. The orientation of a virtual camera is the general direction itpoints into a VE, thereby enabling a participant to look in that generaldirection in the VE.

With regards to a handheld device, orientation is used herein todescribe the aspect(s) of the device's posture related to rotationaround a v-axis (defined below). Elsewhere in the industry, but not inthis patent, the term orientation is used to describe whether a deviceis being held in landscape or portrait posture.

Environmental scale refers to the relative size of a physical or virtualenvironment. A VE that is “personal scale” is defined herein as nolarger than 3×3×3 meters, while “architectural scale” is defined hereinas larger than 3 meters in at least one dimension (width and/or lengthand/or height).

Vista complexity refers to whether participants have to travel throughan environment to see, hear and/or feel the detail necessary fornavigation (e.g. to see its full layout). “Single vista” VEs involve noocclusions; so all their virtual features can be perceived from a singlelocation, even if it requires participants to rotate their orientation.In a “manifold vista” VE, participants must move around the environmentin order to perceive its various features.

A device's “x-axis” means a reference axis in a 3D Cartesian coordinatespace that passes horizontally through a device, in a givengrip-position, extending through the left and right edges of the devicethrough the plane of the visual display. X values will be describedherein as increasing as they go right, but any axis labels and countingsystems may be used to model and build the invention.

A device's “y-axis” means a reference axis in a 3D Cartesian coordinatespace that passes vertically through a device, in a given grip-position,extending through the top and bottom edges of the device through theplane of the visual display. Y values will be described herein asincreasing as they go up, but any axis labels and counting systems maybe used to model and build the invention.

A device's “z-axis” means a reference axis in a 3D Cartesian coordinatespace that passes perpendicularly through the visual display of adevice, extending through the back and front surfaces of the device. Zvalues will be described herein as increasing as they come from thefront of a device, generally towards a participant, but any axis labelsand counting systems may be used to model and build the invention.

A participant's “craniocaudal axis” is a reference axis in ahuman-centered 3D Cartesian coordinate space that passes verticallythrough a participant generally along the participant's spine whenstanding or sitting upright. Spinning around on a barstool is an exampleof a rotation around the craniocaudal axis; and jumping up in the air isan example of travel along the craniocaudal axis. Craniocaudal valueswill be described herein as increasing as they go up from foot to head,but any axis labels and counting systems may be used to model and buildthe invention.

A participant's “anteroposterior axis” is a reference axis in ahuman-centered 3D Cartesian coordinate space that passes through aparticipant extending through the back and front of the participant. Acartwheel is an example of a rotation around the participant'santeroposterior axis; and walking is an example of travel along theanteroposterior axis. Anteroposterior values will be described herein asincreasing as they go from the back to the front, but any axis labelsand counting systems may be used to model and build the invention.

A participant's “mediolateral axis” is a reference axis in ahuman-centered 3D Cartesian coordinate space that passes laterallythrough a participant extending through the left and right sides of theparticipant. A somersault (i.e. forward roll) is an example of arotation around the participant's mediolateral axis; and a side-shuffleis an example of travel along the mediolateral axis. Mediolateral valueswill be described herein as increasing as they go right, but any axislabels and counting systems may be used to model and build theinvention.

“V-axis” herein means a vertical reference axis in planet-centric 3DCartesian coordinate space (i.e. expressed by a plumb line that extendsperpendicular to a planet's surface between the sky and the core of theplanet, notwithstanding minor deviations due to distance from theequator). Rotation of a device or person around a v-axis may bedescribed in absolute terms (e.g. facing due-east) or relative terms(e.g. rotated 15° counter-clockwise from a previous orientation). Astanding participant's craniocaudal axis is an example of a v-axisoutside a device; but a v-axis may also pass directly through a device.

“X-axisometer” herein means either an algorithmically fused plurality ofsensors or a single sensor from a set of accelerometer(s) and gyrosensor(s) collectively capable of detecting information related toposture of and/or rotation of a device around the device's x-axis.

“X-axisometer data” means data from an x-axisometer. The x-axisometerdata may be raw or processed information about the absolute posture ofthe device or about the device's posture relative to past data orrelative to other reference data.

“Y-axisometer” herein means either an algorithmically fused plurality ofsensors or a single sensor from a set of accelerometer(s) and gyrosensor(s) collectively capable of detecting information related toposture of and/or rotation of a device around the device's y-axis.

“Y-axisometer data” means data from an y-axisometer. The y-axisometerdata may be raw or processed information about the absolute posture ofthe device or about the device's posture relative to past data orrelative to other reference data.

“Z-axisometer” herein means either an algorithmically fused plurality ofsensors or a single sensor from a set of accelerometer(s) and gyrosensor(s) collectively capable of detecting information related toposture of and/or rotation of a device around the device's z-axis.

“Z-axisometer data” means data from a z-axisometer. The z-axisometerdata may be raw or processed information about the absolute posture ofthe device or about the device's posture relative to past data orrelative to other reference data.

“V-axisometer” herein means either an algorithmically fused plurality ofsensors or a single sensor from a set of magnetometer(s) (e.g. digitalcompass), gyro sensor(s) and accelerometer(s) collectively capable ofdetecting information related to rotation of a device around a v-axis.

“V-axisometer data” means data from a v-axisometer. The v-axisometerdata may be raw or processed information about the absolute posture ofthe device and/or absolute orientation of the device or about thedevice's posture and/or orientation relative to past data or relative toother reference data. If a device is held vertically (i.e. with thescreen perpendicular to the ground), then swinging it left or rightaround a participant could yield the same v-axisometer data as rotatingthe device around the device's y-axis (as in FIGS. 4C and 4D). If thedevice is laid flat (i.e. with the screen parallel to the ground), thenswinging it left or right around a person could yield the samev-axisometer data as rotating the device around the device's z-axis (asin FIGS. 4E and 4F).

“Sensor reference data” means a value or range related to sensor-deriveddata from which determinations can be made about sensor data. Sensorreference data may indicate an “origin”—a set of one or more values usedto determine whether sensor-derived data diverging from the set of oneor more values in one or more directions will be used to effect changeto a display-related variable in one or more directions (e.g. moving avirtual camera to the right in a VE). Sensor reference data may alsoindicate a “neutral zone”—a value or range of values used to determinewhether sensor-derived data matching said value or falling within thebounds of said range of values will not cause changes to one or moredisplay-related variables, thereby providing a participant the abilityto comfortably hold a device in a resting posture without causing, forexample, a virtual camera to change location and/or orientation. Sensorreference data may be fixed and predetermined by a designer before agiven experience, or may be established in part or in whole on the fly.To account for variability in participant resting postures and posturalstability, custom origins and neutral zones may be established and/orcalibrated for each participant.

A “threshold” is a value that defines a boundary of a neutral zone. Athreshold may be used in determining whether or not a device's posturewill cause changes in the production of a VE.

To “damp” or “dampen” means to lessen the displayed result of a deviceinput. This can be accomplished by applying a numerical transformfunction to one or more sensor-derived data variables. If applying adivide-by-five function, for example, to accelerometer-based pivot data,then a virtual camera could angle the contents of the screen by 1° forevery 5° of device pivot instead of simply angling 5° for every 5° ofdevice pivot. The numerical transform function need not be linear.Non-linear transforms and transforms that account for acceleration (e.g.relative speed of change of one or more input variable(s)) generallyresult in more natural participant experiences. Dampening factorsrelated to device movement sensitivity in relation to velocities ofvirtual camera movement in a VE are good candidates for being set and/orcalibrated, individually or en masse, by participants in a preferencespanel.

To “amplify” means to increase the displayed result of a device input.This can be accomplished by applying a numerical transform function toone or more sensor-derived data variables. If applying amultiply-by-five function, for example, to accelerometer-based pivotdata, then a virtual camera could angle the contents of the screen by 5°for every 1° of device pivot instead of simply angling 1° for every 1°of device pivot. The numerical transform function need not be linear.Non-linear transforms and transforms that account for acceleration (e.g.relative speed of change of one or more input variable(s)) generallyresult in more natural participant experiences.

The term “gestalt,” when used in reference to a user experience orparticipant experience, describes a coordinated set of human-computerinteractions and feedback mechanisms that is perceived by a participantas more than the sum of its constituent methods and apparatus(es).

The terms “pivot down,” “pivoted down,” “pivot up,” “pivoted up,” “pivotleft,” “pivoted left,” “pivot right,” “pivoted right,” “tip right,”“tipped right,” “tip left,” “tipped left,” “aim left,” “aimed left,”“aim right,” “aimed right,” “slide left,” “slide right,” “slide down,”“slide up,” “pull,” “push” and “view lock” are described below.

BACKGROUND

An age-old predicament in the field of human-computer interaction isthat multi-dimensional virtual spaces (a.k.a. virtual environments,“VEs”) are far more difficult for people to navigate than the realworld. The VE's navigational interface is an important factor because itdictates the type and scope of body-based feedback provided to aparticipant. The Association for Computing Machinery, Inc. (“ACM”)research paper Walking improves your cognitive map in environments thatare large-scale and large in extent (“Ruddle”) provides an informativeoverview of historical research and theoretical foundations [Roy A.Ruddle, Ekaterina Volkova and Heinrich H. Billthoff, ACM Transactions onComputer-Human Interaction, v.18 n.2, p. 1-20, June 2011].

A particular design challenge arises when crafting natural interactionsfor systems in which participants are to be afforded control over bothlocation and orientation in a VE. This is due to the fact that there area limited number of ordinary gestures that translate to intuitiveproprioceptive and vestibular relations between people, objects and theenvironment. Any control variables not readily mapped to natural bodymovements are therefore mapped to artificial user interfaces, such asjoysticks, keyboards, multi-touch gestures and on-screen buttons andslider controls.

FIGS. 4A-5F illustrate a range of primitive motions readily sensible byhandheld computing devices. The difficulty lies in picking the rightcombination of sensor mappings to compose an aggregate set ofaffordances that provide for natural and rewarding human-computerinteraction. The objectives of the present invention prioritizeparticipant motions for peripatetic locomotion control and side-to-sideorientation control over up-and-down orientation control.

Virtual reality (“VR”) applications have demonstrated different sets oftools and interaction methods in association with different types ofdevices for traversing fictional and/or simulated environments. WhileVEs on desktop computers provide almost no body-based information,head-mounted audio-visual displays (“HMDs”) replace the sights andsounds of the physical world with those of a virtual world. Movement ofthe participant's head—rotations around the x-axis (looking up/down),the y-axis (turning head left/right) and the z-axis (cocking headleft/right)—may be detected by the system and used as input torespectively influence the drawing of the elements of the virtual worldon a visual display from the perspective of a virtual camera that trackswith the participant's eyes. The body's own kinesthetic awareness inmotion furnishes proprioceptive and vestibular cues—boosting theparticipant's navigational sense.

Participants' control of their apparent locomotion within the VE hasbeen accomplished using physical locomotion (i.e. literally walkingthrough physical space), hand gestures (e.g. pointing in a direction tomove), as well as directional and omnidirectional treadmills. Treadmillsenable a 1:1 translation of directional participant movement intovirtual locomotion. This is advantageous because physically moving thebody supports participants' formation of mental models of distancestraversed in the VE. Such interaction techniques have been shown toimprove the accuracy of participant cognitive/spatial maps.

Ruddle reported on the effect of rotational vs. translational body-basedinformation on participants' navigational performance (distancetraveled) and cognitive mapping (direction and straight line distanceestimates). Ruddle's research suggested that physical locomotion forspatial translation was not only more important than physical rotationin establishing participants' sense of where they are and where theyhave been in VEs, but that rotational body-based information had noeffect on the accuracy of participants' cognitive maps over using ajoystick. Ruddle teaches away from the invention disclosed herein byprioritizing physical locomotion over physical rotation.

Augmented reality (“AR”) applications have demonstrated sets of toolsand interaction methods for bridging the physical and virtual worlds,overlaying fictional and/or modeled objects and information elementsover live views of the physical world. This has typically beenaccomplished by adding a real camera to the device, enabling the deviceto composite rendered objects into or over the scene captured by thereal-world camera. On mobile phones and tablet computing devices soconfigured, the participant's movement of the device drives the displayof content. As the viewfinder of a camera tracks with the location andorientation of the camera's lens, the displayed environment andaugmented objects and information on the device may track with themovement of the handheld computing device.

Camera-based AR applications on handheld computing devices naturallyrely upon sensing rotation around a device's y-axis (as in FIGS. 4C and4D) and rotation around the x-axis (as in FIGS. 4A and 4B) for enablingparticipants to fully rotate the camera left, right, down and up. Andbecause AR applications rely upon the physical environment as aframework, movement though the augmented space generally depends on aparticipant's physical location in real space (leveraging globalpositioning satellite (“GPS”) data and magnetometer sensors). FIGS. 5Eand 5F illustrate a participant moving a device backward and forward inphysical space which could translate to moving backward and forward,respectively, in augmented space.

A related class of application are stargazing astronomy guides.Stargazing app interactions operate like AR app interactions, displayinglabeled stars, constellations and satellites that correspond with thelocation (on Earth) and posture of the handheld device. Some stargazingapps operate in an AR mode, superimposing stellar information with alive camera feed from the device. Others forgo the camera feed todedicate the entire visual display to stellar information. A participantlocated in Austin, Tex. sees representations of celestial objects invirtual space relative to their location in Austin. If, however, theparticipant desires to see the celestial objects as they would be seenfrom San Francisco, Calif., the participant would need to travel to SanFrancisco. This is impractical in the span of a single participantexperience. Yet, the interaction mappings employed by AR applicationsseem to logically preclude virtual locomotion based on device posture.Since pivot up and down, for example, are used to look up and down inthe sky, pivot up and down might logically preclude being mapped tolocomotion backward and forward.

Physical locomotion can be impractical when using a virtual environmentapplication on a handheld computing device—especially when operated in aspace physically smaller than the virtual dimensions of a VE. Imagine,for example, walking around your living room in order to travelisometrically through a virtual museum. Your very real furniture andwalls would present obstacles almost certainly not correlated to thegalleries, corridors and three-dimensional sculptures available to beexplored in the VE. Thus, a challenge is to develop techniques forproviding participants as much body-based (proprioceptive andvestibular) sensory information as possible in the context ofnon-physical-locomotion-based interfaces for successful path traversaland path integration (i.e. cognitive mapping of a space based onnavigational movements).

First-person shooter (“FPS”) games have made use of a subset of VRtechniques, modeling a virtual world for a participant to traverse whileattempting to kill the inhabitants of said virtual world. The renderedworld is generally drawn from the perspective of the eyes of theprotagonist, with the protagonist's weapon portrayed at the bottom ofthe visual display. As with VR applications, the camera tracks with thefacing and point-of-view of the protagonist. Screen real estate is alimiting factor in the design of controls for FPS games on handhelddevices, thus solutions that avoid touchscreen interactions areadvantageous.

A “rail shooter” or “on-rail game” is a similar type of game whereparticipants cannot, however, control their direction of travel throughthe virtual environment—as if the course is confined to a fixed rail. Alimited set of choices promise a choose-your-own adventure story, butthe participant can neither deviate from the course nor backtrack alongthe way. Thus, the experience commonly focuses on shooting. Point ofview is first-person or from just behind the protagonist, with aphallocentric gaze looking down the barrel of a gun as in FPS games. Theparticipant does not need to worry about movement and generally does nothave control over the camera.

In less-restrictive games, a participant may be afforded freedom tocontrol both the location of a protagonist in space and the orientationof the protagonist's view. In such instances, the computer modifies boththe coordinates and facing of the virtual camera in the virtual space torender the scene on the visual display. On handheld computing devices,motion sensors have been used to enable participants to aim weapons andsimultaneously adjust the viewing orientation in the space. Movementthrough the virtual space, however, has generally been limited toon-screen directional controls.

Driving games on handheld devices have been designed to simulate drivingreal cars in a VE, providing both a physical interface for rotation andtechniques for virtual locomotion not based on physical movement. Suchgames often use accelerometer and/or gyro sensors to detect rotation ofa device around the z-axis (i.e. like an automobile steering wheel as inFIGS. 4E and 4F) for steering a virtual racecar. But despite the directand seemingly obvious analogy to steering a real automobile, the presentinventors have observed participants attempting to steer a virtualracecar in a racing game by swinging the device left or right aroundtheir own bodies. This performance error seems surprising, especially onthe part of skilled drivers. While unsolicited, such reflex behaviorshint at the intelligence of body rotation as an actuator for rotation inmore “intuitive” VEs.

SEGA Corporation's Super Monkey Ball 2: Sakura Edition is an example ofa sensor-based navigation game that runs on Apple iPhone and iPaddevices (collectively “iOS devices”) [available at the time of writingin the Apple iTunes app store viahttp://www.sega.com/games/super-monkey-ball-2-sakura-edition/]. Aparticipant controls the movement of an animated monkey sprite enclosedin a translucent ball (a “monkey ball”) through a series of mazes in aVE by pivoting the device simultaneously around two axes. Pivoting up(i.e. rotating the device around its x-axis as in FIG. 4A) causes themonkey ball to roll forward; and the velocity of the monkey ball isrelated to the degree of pivot down from an origin. Pivoting down (i.e.rotating the device around its x-axis as in FIG. 4B) while the monkeyball is rolling forward causes the monkey ball to slow down. Pivotingdown while the monkey ball is stationary causes it to turn around andface in the opposite direction. Pivoting right (i.e. rotating the devicearound its y-axis as in FIG. 4C) causes the monkey ball to rotate right;and pivoting left (i.e. rotating the device around its y-axis as in FIG.4D) causes the monkey ball to rotate left.

Exemplary patent documents material to the consideration of sensor-basedhuman interfaces for virtual space and video navigation on handhelddevices include, but are not limited to U.S. Pat. No. 5,602,566(“Motosyuku” et al.), WO 98/15920 (“Austreng”), U.S. Pat. No. 6,201,544(“Lands”), WO 01/86920 A2 and WO 01/86920 A3 (collectively “Lapidot”),WO 03/001340 A2 (“Mosttov” et al.), GB 2378878 A (“Gaskell”), U.S. Pat.No. 7,631,277 (“Nie” et al.), U.S. Pat. No. 7,865,834 (“van Os” et al.),U.S. Pat. No. 7,688,306 (“Wehrenberg” et al.), WO 2008/094458 A1 (“Cook”et al.) and U.S. patent application Ser. No. 12/831,722 (“Piemonte”).Note that the below summaries are not meant to be exhaustivedescriptions of each set of teachings, and the present inventorsacknowledge that they may have unintentionally overlooked aspectsdisclosed that may be relevant to the present invention. Furthermore,these citations are not to be construed as a representation that asearch has been made or that additional information may or may not existthat is material or that any of the items listed constitute prior art.

Motosyuku teaches scrolling a two-dimensional document on a displayscreen in accordance with pivot of a device. Rotation around thedevice's x-axis (as in FIGS. 4A and 4B) causes the document to scroll upor down. Rotation around the device's y-axis (as in FIGS. 4C and 4D)causes the document to scroll right or left.

Austreng teaches a method of storing and retrieving a series oftwo-dimensional images of a three-dimensional object taken alongdifferent viewing angles. In response to directional input, varyingtwo-dimensional images are displayed, thereby creating the appearance ofthree-dimensional rotation of the displayed object. Austreng mentions inpassing that “it is to be understood that the invention can be used withother digital data, such as digitized video,” but it is unclear how saidrotation simulation teachings could relate to video.

Lands teaches a modal use of device pivot to control operations selectedfrom a group consisting of document paging, document zoom, device volumecontrol and device brightness control. Sensor(s) are configured tomeasure changes in rotation of the device around the device's x-axis (asin FIGS. 4A and 4B) or around the device's y-axis (as in FIGS. 4C and4D). Variables are changed by an amount proportional to the change inpivot of the device relative to a reference pivot.

Lapidot teaches a modal use of device movement to control selection ofone of multiple options, to control panning within a document or tocontrol zoom within a document (i.e. changing the resolution of adisplayed image or the size of displayed text or picture). Lapidotteaches sensing movement of the device along the x-axis (as in FIGS. 5Aand 5B), along the y-axis (as in FIGS. 5C and 5D) and along the z-axis(as in FIGS. 5E and 5F) using either accelerometers or a camera mountedon the device. Lapidot also teaches ignoring movements measuring below apre-defined threshold value, and relating the rate of change of controlvariables with the speed or acceleration of the movement of the device.

Mosttov teaches gesture recognition techniques for a handheld device,discriminating between and prioritizing interpretation of inertialsensor data according to a hierarchy of classes of gestures. One or morediscriminators is configured to recognize a specific class of gesturesand each discriminator is associated with an interpreter that identifiesspecific gestures in the class. In one embodiment, if a discriminatordetects linear or planar motion, then motion data is transferred to aplaner gesture recognizer. But if no linear or planar motion isdetected, then motion data may be transferred to a pivot gesturerecognizer that determines the direction and degree of pivot of thedevice.

Gaskell teaches interaction techniques for simultaneously zooming andscrolling a two-dimensional image on a handheld device. The image isenlarged when the device, held parallel to the ground in a horizontalposture, is moved down (i.e. along the device's z-axis (as in FIG. 5F)perpendicular to the ground); and reduced in size or resolution when thedevice is moved up (as in FIG. 5E). The image is scrolled in any of fourdirections when the device is pivoted around the device's x-axis (as inFIGS. 4A and 4B) or y-axis (as in FIGS. 4C and 4D). The direction ofscrolling corresponds to the direction of pivot, and the speed(s) ofeffect(s) are responsive to the speed(s) of movement of the device.Gaskell also makes a passing remark about “altering the apparent natureof the horizontal ‘dead band’ in which the moving stops” without furtherelaboration; and it is unclear what is meant.

Nie teaches techniques for creation of a three-dimensional VE scenecontaining layers of two-dimensional sprite objects that are displayedin such a way as to appear three-dimensional. Visual representations ofeach object corresponding to different orientations are assembled from aseries of still images, animations or video clips to give eachtwo-dimensional object three-dimensional characteristics. The sourcecontent for each sprite can be a single bitmap, a bitmap image sequence,a vector image, a video track, a live stream or a source specified by auniversal resource locator (“URL”). Nie is clear that object movies are“not truly movies” and “not truly 3D.”

Nie also teaches manipulation of the VE scene using desktop-computinginteraction techniques (e.g. mouse movement, mouse clicking and keyboardinput)—to effectuate rotating, panning, pivoting and zooming of objectsand/or scenes using three-dimensional data translation vectors androtation matrices. In this context, Nie teaches associating audio withscenes and objects, such that a soundtrack plays upon participantselection of an object. When the location of an object in the VE ischanged, the three-dimensional location of the audio associated with theobject may also be changed.

van Os teaches techniques for simultaneously displaying multiple videopanes of videoconference streams in a single user interface designed tosimulate a three-dimensional VE without the need for participantnavigation or manipulation of said simulated VE. Apple first distributedthis feature in the application iChat as part of Mac OS X v10.4 (a.k.a.Tiger). One participant hosts a group videoconference with up to threeother participants, and everyone in the videoconference sees and hearsthe other participants. Video panes are displayed with orthographicprojection relative to the participant so as to impart a sense ofperspective. Side panes are angled inwardly towards a center locationand foreground reflections are used to enhance the sense of presence ofthe participants, as if they are seated around a table. Animation isused to transition between events when participants enter and leave avideoconference; sliding video panes on or off screen. Otherwise, thevideo panes and the virtual camera remain in fixed locations.

Wehrenberg teaches techniques for performing a variety of functions inresponse to accelerometer-detected movement and orientation of ahandheld device without a participant having to press and/or clickbuttons. Exemplary functions include reorienting a displayed document,triggering display of a page of a document, navigating an object ordocument that normally cannot be displayed entirely at once within thevisual display of the device, activating/deactivating a device, motioncompensation, impulse detection for controlled momentum transfer andother applications based on an accelerometer. With regards to navigatingan image, Wehrenberg teaches zooming out in response to a participantpivoting the device up and zooming in when pivoting down.

In gaming contexts, Wehrenberg teaches holding and turning a device likea steering wheel; accelerating a vehicle when pivoting the device up anddecelerating when pivoting down; aiming an airplane in a flying game upand down when pivoting up and down; and using pivot to look up, downand/or around. With regards to a VE, Wehrenberg teaches using a handhelddevice as a “window into a virtual reality image database. For example,a user holding the tablet can turn around and see the view lookingbackward from a position in a two or three dimensional image or objectdatabase as if the user walks into a virtual reality game space.” Thatsaid, the present inventors do not believe such an interaction can beaccomplished reliably, if at all, using the Wehrenberg taughtaccelerometer-based techniques due in part to the fact thataccelerometers do not separate gravitational and inertial forces.

Cook explains another problem with Wehrenberg's enablement-lackingcomment about looking backward: “accelerometers suffer from an inabilityto detect rotation around the force vector. So, for example, a motionapplication that depended on measuring rotation of a stationary devicearound the device's Y axis would work quite well when the device ishorizontal, would become less accurate as the angle between the Y axisand the horizontal plane increases, and would become unpredictable asthe Y axis becomes aligned vertically with the gravity vector.” Toaddress this problem, Cook uses camera data to help detect changes inorientation.

Cook teaches interaction techniques for circumscribing a virtual objectusing a handheld device. Pivoting the device (i.e. rotating around thedevice's x-axis or y-axis, as in FIGS. 4A-4D) controls the angle of viewof the image and moving the device perpendicular to the screen (as inFIGS. 5E and 5F) controls the magnification. The result is analogous toorbiting around a real object in the physical world with a camera whilelooking through the camera's viewfinder. Yet in Cook's case, the visualdisplay shows a virtual object that may not exist in the physical world.When the user moves the device, the view on the display moves; and whenthe user pivots the device, either the view pivots so that the image isdisplayed at an angle related to the pivot angle or the image scrolls inthe direction of the pivot. A maximum pivot viewing threshold angle maybe used to prevent from pivoting past a certain angle and to switchbetween control modes, such as between pivoting the view and scrollingthe view. Cook teaches that pivot angle may be mapped to velocity usinga linear, exponential or geometric equation and that “it may be usefulto have the viewing angle change more or less than the [pivot] angledepending on usability factors.” Cook also teaches techniques forcentering the virtual camera view on a desired center-point of an image,bringing the line of sight perpendicular to that point on theimage—using a motion of the device, a button push, a screen tap and/or avoice command.

Piemonte teaches use of orientation data from one or more sensors tonavigate a three-dimensional perspective projection without aparticipant touching the visual display. As the participant pivots thedevice left or right around its y-axis (as in FIGS. 4C and 4D), thevirtual camera view is turned left or right to reveal the left or rightsides of a three-dimensional user interface VE, respectively. As theparticipant pivots the device down or up around its x-axis (as in FIGS.4A and 4B), the virtual camera view is angled down or up to reveal thefloor or ceiling of the VE, respectively. Angular rotation “can bemeasured or estimated from data provided by gyro sensors,accelerometers, magnetometers or any combination of sensor data that canprovide an estimate of the orientation of mobile device relative to areference axis of rotation.” Piemonte also teaches constraining andscaling sensor data so that small rotations cause small virtual cameraview changes while large rotations or motions (such as shaking thedevice) result in a “snap-to” jump of the virtual camera view to apredetermined orientation.

Design Problems

Today's most popular and widespread handheld computing devices, Apple'sfamily of iOS devices, employ an assortment of sensors (includingmagnetometers, gyroscopes and accelerometers) for participant inputand/or feedback. One problem confronting designers is that there are alimited number of dimensions of control and a myriad of independentlytaught discretely applied mapping options. The prior art teachestechniques for orbiting virtual objects, for panning and zoomingdocuments, for controlling virtual vehicles and for navigating VEs thatare generally personal scale and/or single vista. None alone or incombination teach or provide motivation for navigating an architecturalscale manifold vista VE on a handheld device. Many combinations of thetaught techniques would be incompatible or require sensor-use modeswitching by the participant.

Other combinations would be problematic because, in part, they wouldrequire extraordinarily impractical physical locomotion. In contrast, amore natural system would enable a participant to stand in a singlephysical location while changing orientation and traversing a VE usingdevice sensors for virtual locomotion and providing proprioceptivefeedback.

From a purely mathematical standpoint, many combinations of previouslytaught techniques for mapping sensor data are possible. But when itcomes to human factors, getting the user experience right is rarelyobvious. The sheer number of sensor-to-result interaction mappingsavailable to designers makes appropriate combinatorial solutions evenless evident, especially if there is an interest to spare participantsfrom dealing with hardware buttons, software user interface elements ortouch screens. None of the prior art, alone or in combination, providesmotivation or guidance to a person skilled in the art for simultaneouslymapping multiple dimensions of sensor data to interaction results forthe successful creation of a navigable virtual environment, no less onecontaining a plurality of simultaneously playing videos, on a handhelddevice.

Another design problem is that there are more variables to be controlledthan there are vectors of sensor data. For example, if rotation of adevice around a device's y-axis is mapped to rotating the orientation ofa virtual camera left and right, then the same maneuvers cannotreasonably be used to scroll a document or pan left and right in a VE;and vice-versa. If rotation of the device around its x-axis is mapped torotating the orientation of a virtual camera up and down, then the samemaneuvers cannot reasonably be used to zoom in or out on a document ormove forward or backward in a VE; and vice-versa. And if rotation of thedevice around its z-axis is mapped to pivoting the virtual cameraclockwise and counterclockwise, then the same interactions cannotreasonably be used to steer; and vice-versa. Every sensor/resultinteraction mapping choice precludes a direct mapping of the same sensorto a different result, and it is not obvious (a) which device sensordata set logically maps to which interaction result and (b) whichmappings are compatible with one another for simultaneous utilization ina gestalt participant experience.

The experience designer, thus, needs to craft and resolve (i.e. invent):(1) a viable collection of sensor/result interaction mappings, (2)techniques for overloading sensor data utilization to obtain multiplefeedback results from common data and (3) appropriate thresholds,damping rules, and other interpretation algorithms to accomplish asuccessful user experience. A person of ordinary skill in the art wouldappreciate the interplay of design creativity, trial and errorprototyping, and real-world usability testing required to achieve acombination that works intuitively and effortlessly for a generalaudience of participants diverse in factors such as age, gender, reflexresponses, spatial sensibility, patience, self-confidence, VE navigationexperience and competency with electronic devices.

Gestalt Experience Motivations

Cinema and digital media have much to glean from architecture andplace-making traditions. Places are structures of communication andcollective memory. A place is an organization, and memory is often anarticulation of space. The “Method of Loci” practiced by ancient Greekand Roman orators, for example, was a mnemonic technique that reliedupon architectural recall for the extemporaneous recitation of epicpoetry or lengthy discourses stored in memory [Frances Yates, The Art ofMemory, University of Chicago, 1966]. The present invention is motivatedto create a cinematic language of proprioceptive and peripateticperception that yields new ways of experiencing the world aroundus—merging cinematic structure with architectural space in order toleverage formal and experiential principles inherent in the definitionsof place.

Using audio spatialization techniques, the acoustic dimension of anembodiment of this invention is a kind of virtual walkabout sonicsculpture whose characteristics change to reflect and emphasize spatialqualities and treatments associated with the different video components,as well as the attention states of audients. To this end, distinctkeynotes, signals, soundmarks and sonic treatments are mapped to spatiallocations and temporal locations (i.e. points in or spans of time) inthe VE. The collection of sonic treatments extends the vocabulary, insound-for-film terms, of backgrounds, environmental and perspectiveshifts, interruptions and delays in time, subjective point of view(“POV”) sequences and spatial montage. Musical elements and metaphysicalsounds moreover arise in a theater of the mind whose outlines emerge asparticipants learn to suspend disbelief within this new image soundfield.

In a topographic meander, the visitor becomes aware of localized sonicregions in the process of traversing the VE. Although occurring in thevicinity of image-sound streams that a participant can see, theseoff-screen sound sources may remain invisible and spatially discrete.Additional sounds (such as those that issue from virtually passing motorvehicles, birds in flight, a gust of wind, the torrent of a river, or aflute player's melody carried by a tease of breeze) literally travelthrough the VE, with potential Doppler effects.

Departing from one-way linear cinema played on a single rectangularscreen, this multi-channel virtual environment involves a cinematicparadigm that undoes habitual ways of framing things, employingarchitectural concepts in a polylinear video sound construction tocreate a kind of motion picture that lets the world reveal itself andpermits discovery on the part of participants. Supporting suchexperiences via handheld device requires easy and comfortable techniquesfor peripatetic navigation through virtual space that provide sufficientnavigational feedback regarding said virtual space to a participant,that leverage the participant's human spatial memory to form aproprioceptive sense of location in space, that make it easy forparticipants to navigate amongst a plurality of simultaneously playingvideos, that make it easy for participants to center their view in frontof individual video panes in said space, that make it comfortable forparticipants to rest in a fixed posture and orientation whileselectively viewing one or another of the video streams, and thatprovide spatialized 3D audio cues that invite participant awareness ofother content unfolding simultaneously in the virtual environment.

SUMMARY

Polylinear video affords a language that is more akin to architecturethan storytelling for capturing and articulating a kind of experiencethat belongs to many different dimensions. This invention supportsapproaches to cinematic construction that employ ambulatory, multipleand simultaneous viewpoints—such as humans exercise when orientingourselves in physical space. Responsive elements in this peripateticcinemascape are intended for the purpose of making people conscious oftheir own perceptual meanders, trajectories and drifts of attention.

This invention involves a novel and non-obvious combination of inputsensor data mappings that effectuate human-computer interactions readilyunderstood and performed by participants in order to accomplish bothnavigation and orientation in virtual space using a handheld computingdevice. Another aspect of this invention pertains to the simultaneousproduction of a plurality of spatially distributed motion-picture videosthrough the visual display of a handheld computing device. Anotheraspect of this invention pertains to the spatialization of a pluralityof soundtracks associated with a plurality of motion-picture videos forauditory display via a handheld computing device.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a representative prior-art handheld computing device.

FIG. 2 illustrates a handheld computing device with three videos playingsimultaneously.

FIG. 3 illustrates a representative model of a virtual environment.

FIG. 4A illustrates a “pivot down” motion or “pivoted down” posture.

FIG. 4B illustrates a “pivoted up” posture or “pivot up” motion.

FIG. 4C illustrates a “pivot left” motion or “pivoted left” posture.

FIG. 4D illustrates a “pivot right” motion or “pivoted right” posture.

FIG. 4E illustrates a “tip right” motion or “tipped right” posture.

FIG. 4F illustrates a “tip left” or motion or “tipped left” posture.

FIG. 4G illustrates an “aim left” motion or “aimed left” posture.

FIG. 4H illustrates an “aim right” motion or “aimed right” posture.

FIG. 5A illustrates a “slide left” motion.

FIG. 5B illustrates a “slide right” motion.

FIG. 5C illustrates a “slide down” motion.

FIG. 5D illustrates a “slide up” motion.

FIG. 5E illustrates a “pull” motion.

FIG. 5F illustrates a “push” motion.

FIGS. 6A, 6B and 6C illustrate a pivot down interaction sequence andrelated visual display states. FIG. 6A represents a device startingposture while FIGS. 6B and 6C represent interaction sequence transitionstates.

FIGS. 6D, 6E and 6F illustrate a pivot up interaction sequence andrelated visual display states. FIG. 6D represents a device startingposture while FIGS. 6E and 6F represent interaction sequence transitionstates.

FIGS. 7A, 7B and 7C illustrate virtual camera posture and orientationstates corresponding to interaction sequence states illustrated in FIGS.6A, 6B and 6C respectively.

FIGS. 7D, 7E and 7F illustrate virtual camera location and orientationstates corresponding to interaction sequence states illustrated in FIGS.6D, 6E and 6F respectively.

FIGS. 8A, 8B and 8C illustrate a pivot right interaction sequence andrelated visual display states. FIG. 8A represents a device startingposture while FIGS. 8B and 8C represent interaction sequence transitionstates.

FIGS. 8D, 8E and 8F illustrate a pivot left interaction sequence andrelated visual display states. FIG. 8D represents a device startingposture while FIGS. 8E and 8F represent interaction sequence transitionstates.

FIGS. 9A, 9B and 9C illustrate virtual camera location and orientationstates corresponding to interaction sequence states illustrated in FIGS.8A, 8B and 8C respectively.

FIGS. 9D, 9E and 9F illustrate virtual camera location and orientationstates corresponding to interaction sequence states illustrated in FIGS.8D, 8E and 8F respectively.

FIGS. 10A, 10B and 10C illustrate a tip right interaction sequence andrelated visual display states. FIG. 10A represents a device startingposture while FIGS. 10B and 10C represent interaction sequencetransition states.

FIGS. 10D, 10E and 10F illustrate a tip left interaction sequence andrelated visual display states. FIG. 10D represents a device startingposture while FIGS. 10E and 10F represent interaction sequencetransition states.

FIGS. 11A, 11B and 11C illustrate virtual camera location andorientation states corresponding to interaction sequence statesillustrated in FIGS. 10A, 10B and 10C respectively.

FIGS. 11D, 11E and 11F illustrate virtual camera location andorientation states corresponding to interaction sequence statesillustrated in FIGS. 10D, 10E and 10F respectively.

FIG. 12 illustrates a representative model of an architectural scalemanifold vista VE.

FIG. 13 is a block diagram of an exemplary hardware configuration modelfor a device implementing the participant experience described inreference to FIGS. 1-12.

Like reference numerals in the various drawings indicate like elements.And as described above, like reference numerals apply to all likeelements in the drawings including those like elements absent referencenumeral indicia in a given view.

DETAILED DESCRIPTION

The present invention comprises techniques for using, and configuringfor use, a handheld computing device with simple human body “language”integrating ordinary locomotion, orientation and stabilization gesturesto navigate and explore polylinear audio and video streams produced fordisplay through multiple video panes and virtual speakers that arespatially distributed in a virtual environment of architectural scaleand manifold vistas, for peripatetic discovery and perusal withproprioceptive feedback; all without the need for button, keyboard,joystick or touchscreen interaction.

FIG. 1 illustrates a representative prior-art handheld computing device100 with a visual display 101, auditory displays (i.e. speakers) 102 onthe left and 103 on the right, headphones 104 with auditory displays 106on the left and 107 on the right, a representative data transportconnection 105 between device 100 and headphones 104, and a wirelessdata transport signal 108 to and/or from device 100. The inventorsintend device 100 and its constituent components to be recognized assuch throughout FIGS. 2-10F, whether or not identified by referencenumeral indicia in each of said figures.

If building an embodiment of the invention for an Apple iOS device,designer directed engineer(s) may construct aspects of the system usingApple's Xcode developer tools [available at the time of writing in theApple App Store] and a computer programming language such as ObjectiveC. Xcode provides ready-to-use libraries of code that engineers may usein building embodiments of the invention, with application programminginterfaces (each an “API”) to those code libraries. Apple provides awealth of technical resources on developing apps for iOS devices on theiOS Dev Center [at the time of writing via http://developer.apple.com/].Apple's online iOS Developer Library includes getting started guides,sample code, technical notes, articles and training videos.

Virtual Environment

FIG. 2 illustrates device 100 with three videos playing simultaneously.Video pane 113 is representative of a broadcast soccer match. Video pane116 is representative of a live videoconference stream. Video pane 119is representative of a locally stored documentary film about bird songs.

FIG. 3 illustrates a representative model of a virtual environment 110containing video panes 113 and 116 to the north and video pane 119 tothe east. Video pane 113 is associated with two spatially situatedvirtual speakers for channels of audio 114 (left) and 115 (right); videopane 116 with audio 117 (left) and 118 (right); video pane 119 withaudio channels 120 (left) and 121 (right). Virtual camera 111 is locatedin the southwest region of the space with a lens orientation 112 facingtowards the northeast. The inventors intend video panes 113, 116 and119, and their respective virtual speakers 114, 115, 117, 118, 120 and121 and virtual camera 111 and orientation 112 to be recognized as suchthroughout FIGS. 3-11F, whether or not identified by reference numeralindicia in each of said figures.

Such a VE may be built using an OpenGL API such as OpenGL ES version2.0. Techniques for 3D engineering are taught in books such as BeginningiPhone Games Development by Peter Bakhirev, P J Cabrera, Ian Marsh,Scott Penberthy, Ben Britten Smith and Eric Wing [Apress, 2010].

Video may be built into a VE by texture mapping frames of video duringplayback onto an object surface in the VE. Code libraries by Dr. GerardAllan for texturing of streamed movies using OpenGL on iOS are availablefrom Predictions Software Ltd [at the time of writing viahttp://www.predictions-software.com/], including APIs to featuresengineered in support of instantiation of preferred embodiments of thepresent invention.

A single movie file may be used as a texture atlas for multiplesynchronized video panes in a VE. To accomplish this, a portion of eachvideo frame (e.g. a top-left quadrant, a top-right quadrant, abottom-left quadrant or a bottom-right quadrant) may be texture mappedto a separate video pane in the VE. By dividing each video frame intofour regions, only one movie file need be streamed at a time to producea polylinear video experience comprising four unique video panes. Thistechnique theoretically improves responsiveness to participantinteraction by reducing processor load and increasing rendering speed.

An OpenAL API may be used for building 3D spatialized audio into a VE.Techniques for buffering and spatializing streamed audio files aretaught in books such as Learning Core Audio: A Hands-On Guide to AudioProgramming for Mac and iOS by Chris Adamson and Kevin Avila[Addison-Wesley Professional, 2012]. The OpenAL 1.1 specification andprogrammers guide is available from Creative Labs, Inc. [at the time ofwriting via http://connect.creativelabs.com/openal/].

OpenAL enables a designer to specify the location of each virtualspeaker in the VE, the direction the virtual speaker is facing in theVE, a roll-off factor (i.e. the attenuation range of a virtual speaker),a reference distance (i.e. the distance that a virtual speaker's volumewould normally fall by half), a maximum distance (i.e. the distance atwhich the virtual speaker becomes completely inaudible) and otherparameters. OpenAL on iOS currently supports production of up to 32tracks of simultaneously playing sounds, all ultimately rendered down toa left-to-right stereo mix.

Device Posture & Motion

FIG. 4A illustrates a “pivot down” motion or “pivoted down” posture, inthis case a rotation of a device around its x-axis such that the topedge of the device moves further from an upright participant and/or thebottom edge of the device moves closer to the participant. Certainpreferred embodiments of the invention use x-axisometer data todetermine the degree of pivot down of a device, comparing said data to asensor reference data that indicates both a pivot down origin and apivot down neutral zone threshold. If the x-axisometer data indicates apivot down greater than the pivot down origin but less than the pivotdown neutral zone threshold, then the pivot down does not cause a changeof location of the virtual camera in the VE. If the x-axisometer dataindicates pivot down greater than the pivot down neutral zone threshold,then the pivot down causes a change of location of the virtual camera inthe VE.

In one preferred embodiment, the pivot down origin is preset at Δ25°pivoted down from vertical and the pivot down neutral zone threshold ispreset at Δ10° from the origin. Pivot down origin preference, however,varies from participant to participant. Some prefer to look down at adevice; others prefer to hold the device up high with arms outstretched.In an alternate preferred embodiment, the pivot down origin isestablished on the fly by identifying the average resting posture of thedevice for a given participant during app launch. Origins and neutralzone thresholds may also be set and/or calibrated, individually or enmasse, by participants in a preferences panel.

X-axisometer data may be derived, for example, from an iOS UIAccelerometer object data feed. Apple's Accelerometer Filter sample codeimplements a low and high pass filter with optional adaptive filtering.This readily adoptable code smooths out raw accelerometer data, whichcan then be converted to an angular value. Apple, Google, Microsoft andother device platform manufacturers also provide sensor fusion algorithmAPIs, which can be programmatically employed to smooth out the stream ofsensor data. Apple's Core Motion API uses gyroscope data to smooth outaccelerometer data, providing interpolation and fine grain correctionsfor x-axisometer data free from delayed response and drift.

In certain preferred embodiments, when the device is held perpendicularto the physical ground—the pivot down origin in certain preferredembodiments—then the virtual camera view is established parallel withthe virtual ground in the VE, as if looking straight ahead. When thedevice is pivoted down from the pivot down origin, then the virtualcamera is rotated around the virtual camera's x-axis to moderately dropthe vertical center of the virtual camera closer to the virtual ground,as if the participant dropped their gaze slightly downward. The adjustedangle of the virtual camera need not have a 1:1 correlation with theposture of the device. In a preferred embodiment, the degree of verticaldrop of the virtual camera view is dampened in comparison to the degreeof pivot down by a factor of five. For every Δ1° of pivot down, thecamera view is angled down by Δ0.2°. This provides sufficient feedbackfor the participant to maintain awareness of their movement of thedevice while softening that feedback enough to avoid distraction. Incertain preferred embodiments, the degree of angle down of the virtualcamera view is capped at a maximum drop of Δ10° down from straight aheadto stabilize the participant experience while the virtual camera ischanging position.

FIG. 4B illustrates a “pivoted up” posture or “pivot up” motion, in thiscase a rotation of a device around its x-axis such that the top edge ofthe device moves closer to an upright participant and/or the bottom edgeof the device moves further from the participant. Preferred embodimentsof the invention use x-axisometer data to determine the degree of pivotup of a device, comparing said data to a sensor reference data thatindicates both a pivot up origin and a pivot up neutral zone threshold.If the x-axisometer data indicates a pivot up greater than the pivot uporigin but less than the pivot up neutral zone threshold, then the pivotup does not cause a change of location of the virtual camera in the VE.If the x-axisometer data indicates pivot up greater than the pivot upneutral zone threshold, then the pivot up causes a change of location ofthe virtual camera in the VE.

In one preferred embodiment, the pivot up origin is preset at Δ25°pivoted down from vertical and the pivot up neutral zone threshold ispreset at Δ10° from the origin. Pivot up origin preference, however,varies from participant to participant. Some prefer to look down at adevice; others prefer to hold the device up high with arms outstretched.In an alternate preferred embodiment, the pivot up origin is establishedon the fly by identifying the average resting posture of the device fora given participant during app launch. Origins and neutral zonethresholds may also be set and/or calibrated, individually or en masse,by participants in a preferences panel.

In certain preferred embodiments, when the device is held perpendicularto the physical ground—the pivot down origin in certain preferredembodiments—then the virtual camera view is established parallel withthe virtual ground in the VE, as if looking straight ahead. When thedevice is pivoted up from the pivot up origin, then the virtual camerais rotated around the virtual camera's x-axis to moderately raise thevertical center of the virtual camera away from the virtual ground, asif the participant raised their gaze slightly upward. The adjusted angleof the virtual camera need not have a 1:1 correlation with the postureof the device. In a preferred embodiment, the degree of vertical rise ofthe virtual camera view is dampened in comparison to the degree of pivotup by a factor of five. For every Δ1° of pivot up, the camera view isangled up by Δ0.2°. This provides sufficient feedback for theparticipant to maintain awareness of their movement of the device whilesoftening that feedback enough to avoid distraction. In certainpreferred embodiments, the degree of angle up of the virtual camera viewis capped at a maximum rise of Δ10° up from straight ahead to stabilizethe participant experience while the virtual camera is changingposition.

FIG. 4C illustrates a “pivot left” motion or “pivoted left” posture, inthis case a rotation of a device counter-clockwise around its y-axissuch that (a) the right edge of the device moves closer to the ground,(b) the left edge of the device moves further from the ground and/or (c)the device is aimed left. In certain embodiments of the invention, whenthe device is held in a vertical posture with the device's y-axisparallel to a v-axis, then pivot left interactions and aim leftinteractions may result in identical v-axisometer data. It would beunderstood by a person of ordinary skill in the art that anycoincidentally matching sensor data results in such idiosyncraticcircumstances have no bearing on the novelty of employing the presentlydisclosed techniques to obtain reliable results across allcircumstances.

When the device is in a tipped up posture between vertical andhorizontal, pivot left motions are difficult to humanly distinguish fromtip left motions. In other words, participants intending to tip lefthave a tendency to pivot left at the same time. For these reasons,certain embodiments of the invention specifically avoid mapping anyinteraction results to y-axisometer data. Mapping of y-axisometer datato unique interaction results, when performed in the context of thepresent invention, must be carefully considered so as not to degrade thesimplicity, ease and comfort of the participant experience.

Y-axisometer data independent of v-axisometer data may be derived, forexample, from an iOS UI Accelerometer object data feed. Apple'sAccelerometer Filter sample code implements a low and high pass filterwith optional adaptive filtering. This readily adoptable code smoothsout raw accelerometer data, which can then be converted to an angularvalue. Apple, Google, Microsoft and other device platform manufacturersalso provide sensor fusion algorithm APIs, which can be programmaticallyemployed to smooth out the stream of sensor data. Apple's Core MotionAPI uses gyroscope data to smooth out accelerometer data, providinginterpolation and fine grain corrections for y-axisometer data free fromdelayed response and drift.

FIG. 4D illustrates a “pivot right” motion or “pivoted right” posture,in this case a rotation of a device clockwise around its y-axis suchthat (a) the left edge of the device moves closer to the ground, (b) theright edge of the device moves further from the ground and/or (c) thedevice is aimed right. In certain embodiments of the invention, when thedevice is held in a vertical posture with the device's y-axis parallelto a v-axis, then pivot right interactions and aim right interactionsmay result in identical v-axisometer data. It would be understood by aperson of ordinary skill in the art that any coincidentally matchingsensor data results in such idiosyncratic circumstances have no bearingon the novelty of employing the presently disclosed techniques to obtainreliable results across all circumstances.

When the device is in a tipped up posture between vertical andhorizontal, pivot right motions are difficult to humanly distinguishfrom tip right motions. In other words, participants intending to tipright have a tendency to pivot right at the same time. For thesereasons, certain embodiments of the invention specifically avoid mappingany interaction results to y-axisometer data. Mapping of y-axisometerdata to unique interaction results, when performed in the context of thepresent invention, must be carefully considered so as not to degrade thesimplicity, ease and comfort of the participant experience.

FIG. 4E illustrates a “tip right” motion or “tipped right” posture, inthis case a rotation of a device like an automobile steering wheel in aclockwise direction around its z-axis. Certain preferred embodiments ofthe invention use z-axisometer data to determine the degree of tip rightof a device, comparing said data to a sensor reference data thatindicates both a tip right origin and a tip right neutral zonethreshold. If the z-axisometer data indicates a tip right greater thanthe tip right origin but less than the tip right neutral zone threshold,then the tip right does not cause a change of location of the virtualcamera in the VE. If the z-axisometer data indicates tip right greaterthan the tip right neutral zone threshold, then the tip right causes achange of location of the virtual camera in the VE.

In one preferred embodiment, the tip right origin is preset at Δ0° (i.e.vertical) and the tip right neutral zone threshold is preset at Δ10°from the origin. When it comes to left/right tip centering, level (asdetected by a device) isn't necessarily the same as a person's perceivedsense of level. Some people hold one shoulder higher than another, somerest their head at a slight angle, others stand square. As a result, theworld is framed differently for different people. Thus, calibrating tiporigin to a participant's resting position can yield more comfortableinteractions because it cuts down on inadvertent input. In a preferredembodiment, the tip right origin is established on the fly byidentifying the average resting posture of the device for a givenparticipant during app launch. Origins and neutral zone thresholds mayalso be set and/or calibrated, individually or en masse, by participantsin a preferences panel.

Z-axisometer data may be derived, for example, from an iOS UIAccelerometer object data feed. Apple's Accelerometer Filter sample codeimplements a low and high pass filter with optional adaptive filtering.This readily adoptable code smooths out raw accelerometer data, whichcan then be converted to an angular value. Apple, Google, Microsoft andother device platform manufacturers provide optional sensor fusionalgorithm APIs, which can be programmatically employed to smooth out thestream of sensor data. Apple's Core Motion API uses gyroscope data tosmooth out accelerometer data, providing interpolation and fine graincorrections for z-axisometer data free from delayed response and drift.

In certain preferred embodiments, when the device is held perpendicularto the physical ground—the tip right origin in certain preferredembodiments—then the virtual camera view is established parallel withthe virtual ground in the VE, as if looking straight ahead withoutcocking one's head left or right. When the device is tipped right fromthe tip right origin, then the virtual camera is moderately rotatedcounter-clockwise around the virtual camera's z-axis to tip the leftside of the virtual camera closer to the virtual ground, somewhatcompensating for the difference between the virtual horizon and the realhorizon as a result of tipping the device. The adjusted angle of thevirtual camera need not have a 1:1 inverse correlation with the postureof the device. In a preferred embodiment, the degree ofcounter-clockwise rotation of the virtual camera view is dampened incomparison to the degree of tip right by a factor of five. For every Δ1°of tip right, the camera view is rotated counter-clockwise by Δ0.2°.This provides sufficient feedback for the participant to maintainawareness of their movement of the device while softening that feedbackenough to avoid distraction. In certain preferred embodiments, thedegree of counter-clockwise rotation of the virtual camera view iscapped at a maximum rotation of Δ10° left from level to stabilize theparticipant experience while the virtual camera is changing position.

FIG. 4F illustrates a “tip left” or motion or “tipped left” posture, inthis case a rotation of a device like an automobile steering wheel in acounter-clockwise direction around its z-axis. Certain preferredembodiments of the invention use z-axisometer data to determine thedegree of tip left of a device, comparing said data to a sensorreference data that indicates both a tip left origin and a tip leftneutral zone threshold. If the z-axisometer data indicates a tip leftgreater than the tip left origin but less than the tip left neutral zonethreshold, then the tip left does not cause a change of location of thevirtual camera in the VE. If the z-axisometer data indicates tip leftgreater than the tip left neutral zone threshold, then the tip leftcauses a change of location of the virtual camera in the VE.

In one preferred embodiment, the tip left origin is preset at Δ0° (i.e.vertical) and the tip left neutral zone threshold is preset at Δ10° fromthe origin. When it comes to left/right tip centering, level (asdetected by a device) isn't necessarily the same as a person's perceivedsense of level. Some people hold one shoulder higher than another, somerest their head at a slight angle, others stand square. As a result, theworld is framed differently for different people. Thus, calibrating tiporigin to a participant's resting position can yield more comfortableinteractions because it cuts down on inadvertent input. In a preferredembodiment, the tip left origin is established on the fly by identifyingthe average resting posture of the device for a given participant duringapp launch. Origins and neutral zone thresholds may also be set and/orcalibrated, individually or en masse, by participants in a preferencespanel.

In certain preferred embodiments, when the device is held perpendicularto the physical ground—the tip left origin in certain preferredembodiments—then the virtual camera view is established parallel withthe virtual ground in the VE, as if looking straight ahead withoutcocking one's head left or right. When the device is tipped left fromthe tip left origin, then the virtual camera is moderately rotatedclockwise around the virtual camera's z-axis to tip the right side ofthe virtual camera closer to the virtual ground, somewhat compensatingfor the difference between the virtual horizon and the real horizon as aresult of tipping the device. The adjusted angle of the virtual cameraneed not have a 1:1 inverse correlation with the posture of the device.In a preferred embodiment, the degree of clockwise rotation of thevirtual camera view is dampened in comparison to the degree of tip leftby a factor of five. For every Δ1° of tip left, the camera view isrotated clockwise by Δ0.2°. This provides sufficient feedback for theparticipant to maintain awareness of their movement of the device whilesoftening that feedback enough to avoid distraction. In certainpreferred embodiments, the degree of clockwise rotation of the virtualcamera view is capped at a maximum rotation of Δ10° right from level tostabilize the participant experience while the virtual camera ischanging position.

FIG. 4G illustrates an “aim left” motion or “aimed left” posture, inthis case a rotation of a device in a counter-clockwise direction arounda v-axis. If the participant and device are located in Austin, Tex.,then a relevant v-axis may be expressed by a plumb line that extendsperpendicular to the Earth's surface at their location in Austin 151between the sky and the center of the planet 150. An upright participantcan accomplish this manipulation by rotating their body and the deviceto the left whilst holding the device directly in front of them. Certainpreferred embodiments of the invention use v-axisometer data todetermine the aim of a device. If the v-axisometer data indicates adevice orientation to the left of the most recent aim, then the aim leftcauses the orientation of the virtual camera to be rotatedcounter-clockwise in the VE. In another embodiment, the v-axisometerdata may be compared to a sensor reference data that indicates an aimleft origin and/or an aim left neutral zone threshold. In such anembodiment, if the v-axisometer data indicates an aim left greater thanthe aim left origin but less than the aim left neutral zone threshold,then the aim left does not cause a change of orientation of the virtualcamera in the VE.

A v-axisometer sensor reference data origin may be established based onthe real-world compass, based on a starting position of an app, based onthe resting posture of a device, or based on user preference. Using thecompass as an origin enables all participants, wherever located on theplanet to engage in a common audiovisual composition with componentsmapped to specific ordinal referents. In one preferred embodiment,content designed to be located on the east side of a VE requires allparticipants to aim east in the real world to access such content.Alternately, content designed to be associated with a specific locationin the world could base the location of objects in the VE on therelative location of the participant in the real world to such referencelocation. For example, a video from Kyoto, Japan could appear on theeast side of a VE for participants in North America, while on the westside of a VE for participants in China. In a videoconferencingembodiment, the v-axisometer origin may be established based on theposture of the device upon launching the videoconference app, orsubsequently calibrated to match the relative configuration ofconference attendees.

V-axisometer data may be derived, for example, from an iOS Core Locationobject data feed. Magnetic heading may be used rather than true headingto avoid usage of a GPS sensor. At the time of writing, iOS magnetometerdata is limited to Δ1° resolution accuracy. To resolve visible jerkinessin perspective rendering, a preferred embodiment averages the five mostrecent v-axisometer data results to provide relatively smooth animationtransitions between each discrete orientation reading. Apple, Google,Microsoft and other device platform manufacturers also provide sensorfusion algorithm APIs, which can be programmatically employed to smoothout the stream of sensor data. Apple's Core Motion API uses gyroscopedata to smooth out magnetometer data, providing interpolation and finegrain corrections for v-axisometer data free from delayed response,drift and magnetic interference.

FIG. 4H illustrates an “aim right” motion or “aimed right” posture, inthis case a rotation of a device in a clockwise direction around av-axis. If the participant and device are located in Austin, Tex., thena relevant v-axis may be expressed by a plumb line that extendsperpendicular to the Earth's surface at their location in Austin 151between the sky and the center of the planet 150. An upright participantcan accomplish this manipulation by rotating their body and the deviceto the right whilst holding the device directly in front of them.Certain preferred embodiments of the invention use v-axisometer data todetermine the aim of a device. If the v-axisometer data indicates adevice orientation to the right of the most recent aim, then the aimright causes the orientation of the virtual camera to be rotatedclockwise in the VE. In another embodiment, the v-axisometer data may becompared to a sensor reference data that indicates an aim right originand/or an aim right neutral zone threshold. In such an embodiment, ifthe v-axisometer data indicates an aim right greater than the aim rightorigin but less than the aim right neutral zone threshold, then the aimright does not cause a change of orientation of the virtual camera inthe VE.

FIG. 5A illustrates a “slide left” motion, in this case moving thedevice to the left in a straight line along its x-axis. Slide leftmotions may be detected using an API such as Apple's Core MotionManager. Slide left motions may be used to initiate video interactionsranging from basic media transport functions (such as pause,fast-forward, rewind, skip forward and skip back) to traversing linksfrom a video to related content (whether or not such related content isvideo), traversing seamless expansions, engaging interactiveadvertisements or otherwise directing the flow of a video or theexperience.

FIG. 5B illustrates a “slide right” motion, in this case moving thedevice to the right in a straight line along its x-axis. Slide rightmotions may be detected using an API such as Apple's Core MotionManager. Slide right motions may be used to initiate video interactionsranging from basic media transport functions (such as pause,fast-forward, rewind, skip forward and skip back) to traversing linksfrom a video to related content (whether or not such related content isvideo), traversing seamless expansions, engaging interactiveadvertisements or otherwise directing the flow of a video or theexperience.

FIG. 5C illustrates a “slide down” motion, in this case moving thedevice down in a straight line along its y-axis. Slide down motions maybe detected using an API such as Apple's Core Motion Manager. Slide downmotions may be used to initiate video interactions ranging from basicmedia transport functions (such as pause, fast-forward, rewind, skipforward and skip back) to traversing links from a video to relatedcontent (whether or not such related content is video), traversingseamless expansions, engaging interactive advertisements or otherwisedirecting the flow of a video or the experience.

FIG. 5D illustrates a “slide up” motion, in this case moving the deviceup in a straight line along its y-axis. Slide up motions may be detectedusing an API such as Apple's Core Motion Manager. Slide up motions maybe used to initiate video interactions ranging from basic mediatransport functions (such as pause, fast-forward, rewind, skip forwardand skip back) to traversing links from a video to related content(whether or not such related content is video), traversing seamlessexpansions, engaging interactive advertisements or otherwise directingthe flow of a video or the experience.

FIG. 5E illustrates a “pull” motion, in this case moving the device in astraight line along its z-axis in the direction of the front of thedevice (i.e. closer to the participant). Pull motions may be detectedusing an API such as Apple's Core Motion Manager. In certain preferredembodiments, locking the current location and/or orientation of avirtual camera in a VE (a “view lock”) may be accomplished with a pullmotion so that a device may be subsequently moved or laid down withoutchanging the current location or orientation of the virtual camera. Inother preferred embodiments, a pull motion is used to disengage a viewlock. In certain embodiments, one or more origins are determined by theposture of the device upon disengagement of the view lock; while incertain embodiments, one or more origins are unaffected by disengaging aview lock. A pull motion may be used to both engage and disengage a viewlock. View lock may also be engaged and/or disengaged with a buttonpress or touch screen tap.

Movements may be performed in succession (e.g. pull then push) to effectresults. In certain embodiments, a pull-based movement sequence is usedto jump the virtual camera to an optimal viewing location (but notnecessarily optimal orientation) in relation to content in view. Incertain embodiments, such a gesture both jumps the virtual camera tothis optimal viewing location and engages a view lock. The view lock maybe used to establish a view lock neutral zone or to extend the range ofa neutral zone already in place around one or more axes of devicemovement.

In other preferred embodiments, a pull motion may be used to initiatevideo interactions ranging from basic media transport functions (such aspause, fast-forward, rewind, skip forward and skip back) to traversinglinks from a video to related content (whether or not such relatedcontent is video), traversing seamless expansions, engaging interactiveadvertisements or otherwise directing the flow of a video or theexperience.

FIG. 5F illustrates a “push” motion, in this case moving the device in astraight line along its z-axis in the direction of the back of thedevice (i.e. further from the participant). Push motions may be detectedusing an API such as Apple's Core Motion Manager. In certain preferredembodiments, a push motion is used to engage a view lock so that adevice may be subsequently moved or laid down without changing thecurrent location or orientation of the virtual camera. In otherpreferred embodiments, a push motion is used to disengage a view lock.In certain embodiments, one or more origins are determined by theposture of the device upon disengagement of the view lock; while incertain embodiments, one or more origins are unaffected by disengaging aview lock. A push motion may be used to both engage and disengage a viewlock. View lock may also be engaged and/or disengaged with a buttonpress or screen tap.

Movements may be performed in succession (e.g. push then pull) to effectresults. In certain embodiments, a push-based movement sequence is usedto jump the virtual camera to an optimal viewing location (but notnecessarily optimal orientation) in relation to content in view. Incertain embodiments, such a gesture both jumps the virtual camera tothis optimal viewing location and engages a view lock. The view lock maybe used to establish a view lock neutral zone or to extend the range ofa neutral zone already in place around one or more axes of devicemovement.

In other preferred embodiments, a push motion may be used to initiatevideo interactions ranging from basic media transport functions (such aspause, fast-forward, rewind, skip forward and skip back) to traversinglinks from a video to related content (whether or not such relatedcontent is video), traversing seamless expansions, engaging interactiveadvertisements or otherwise directing the flow of a video or theexperience.

Interaction Sequences

FIGS. 6A, 6B and 6C illustrate a pivot down interaction sequence andrelated visual display states. FIG. 6A represents a device startingposture while FIGS. 6B and 6C represent interaction sequence transitionstates. FIGS. 7A, 7B and 7C illustrate virtual camera posture 111 andorientation 112 states in VE 110 corresponding to interaction sequencestates illustrated in FIGS. 6A, 6B and 6C respectively.

FIG. 6A represents a device starting posture and FIG. 7A illustrates thevirtual camera starting in the southwest region of the VE facing north.Videos mapped to video panes 113, 116 and 119 are playing. Video pane113 and a portion of video pane 116 are visible on visual display 101.Virtual speakers 114 and 115 are directly ahead, while virtual speakers117, 118, 120 and 121 are to the right. Auditory devices 102 and/or 106emphasize (e.g. display at a higher relative volume) sounds virtuallyemanating from virtual speaker 114 while auditory devices 103 and/or 107emphasize sounds virtually emanating from virtual speakers 115, 117,118, 120 and 121. In other words, sounds to the left of the center offocus of the virtual camera in the VE are produced for a participant asif they're coming from the left; and sounds to the right of the centerof focus of the virtual camera in the VE are produced for a participantas if they're coming from the right. Sounds emanating from virtualspeakers closer to the virtual camera, such as 114 and 115, areemphasized over sounds emanating from virtual speakers farther from thevirtual camera, such as 118 and 120. Devices with a single audiodisplay, capable of monophonic sound only, may be limited to the latterdistance-based distinction; however this limitation can be remedied byattaching stereo headphones 104 to the device.

FIG. 6B illustrates a transitory pivot down interaction state and FIG.7B illustrates that the virtual camera has moved north. Video mapped tovideo panes 113, 116 and 119 continue to play. Video pane 113 isdisplayed larger on visual display 101, while sounds from virtualspeakers 114 and 115 are produced louder.

FIG. 6C illustrates a second pivot down interaction state and FIG. 7Cillustrates that the virtual camera has moved further north. Videomapped to video panes 113, 116 and 119 continue to play. Video pane 113now fills the visual display 101, while sounds from virtual speakers 114and 115 are produced even louder. In comparison with the stateillustrated in FIG. 6A, the sounds from virtual speakers 114 and 115 arestereoscopically more distinct because the relative angle between thevirtual camera orientation and each virtual speaker is pronounced.

In a preferred embodiment, velocity of virtual camera forward movementis related to pivot up in the following manner using the followingequations. First, data about the device's x-axis rotation posture iscompared against an origin to determine whether the device is pivoteddown—by subtracting an origin from the raw x-axisometer data todetermine relative pivot down (if any). Second, if the relative pivotdown is greater than a maximum pivot down of Δ50° then the relativepivot down is set to 50°. Third, the relative pivot down is comparedagainst a neutral zone threshold. If the relative pivot down is greaterthan the threshold, then the threshold is subtracted from the relativepivot down to determine active pivot down. The active pivot down valueis multiplied by (−cos(((v-axisometer data)+90.0)/180.0*Pi)) todetermine a basis of travel along one vector of the floor of the VE; andthe active pivot down value is multiplied by (−sin(((v-axisometerdata)+90.0)/180.0*Pi)) to determine a basis of travel along the othervector of the floor of the VE. These bases of travel are normalized forconsistency across devices with varying processor speeds, divided by adampening factor of 60 and then added to each of the current locationpoint variables. If the newly calculated location is outside the boundsof the VE, then the new location is set inside the bounds of the VE.

Thus, in this embodiment, the virtual camera moves forwardproportionally faster as the device is pivoted down farther from theorigin. In other preferred embodiments, the virtual camera moves forwardat a fixed rate regardless of degree of pivot down. In other preferredembodiments, the forward movement of the virtual camera is speedlimited. A variety of equations may be used to translate pivot down datainto virtual camera forward movement including but not limited tolinear, exponential, geometric and other curved functions.

FIGS. 6D, 6E and 6F illustrate a pivot up interaction sequence andrelated visual display states. FIG. 6D represents a device startingposture while FIGS. 6E and 6F represent interaction sequence transitionstates. FIGS. 7D, 7E and 7F illustrate virtual camera location 111 andorientation 112 states corresponding to interaction sequence statesillustrated in FIGS. 6D, 6E and 6F respectively.

FIG. 6D represents a device starting posture and FIG. 7D illustrates thevirtual camera starting in the northwest region of the VE facing north.Videos mapped to video panes 113, 116 and 119 are playing. Video pane113 fills the visual display 101. Sounds emanating from virtual speaker114 are produced primarily for display primarily by auditory devices 102and/or 106 (as if coming from the left); while sounds emanating fromvirtual speakers 115, 117, 118, 120 and 121 are produced for displayprimarily by auditory devices 103 and/or 107 (as if coming from theright). Sounds from virtual speakers 114 and 115 are produced relativelylouder than the other virtual speakers farther from the virtual camera.Devices with a single audio display, capable of monophonic sound only,may be limited to the latter distance-based distinction; however thislimitation can be remedied by attaching stereo headphones 104 to thedevice.

FIG. 6E illustrates a transitory pivot up interaction state and FIG. 7Eillustrates that the virtual camera has moved south. Video mapped tovideo panes 113, 116 and 119 continue to play. Video pane 113 isdisplayed smaller on visual display 101, while sounds from virtualspeakers 114 and 115 are produced quieter.

FIG. 6F illustrates a second pivot up interaction state and FIG. 7Fillustrates that the virtual camera has moved further south. Videomapped to video panes 113, 116 and 119 continue to play. Video pane 113and a portion of video pane 116 are now visible on visual display 101,while sounds from virtual speakers 114 and 115 are produced evenquieter. In comparison with the state illustrated in FIG. 6D, the soundsfrom virtual speakers 114 and 115 are stereoscopically less distinctbecause the relative angle between the virtual camera orientation andeach virtual speaker is reduced.

In a preferred embodiment, velocity of virtual camera backward movementis related to pivot up in the following manner using the followingequations. First, data about the device's x-axis rotation posture iscompared against an origin to determine whether the device is pivotedup—by subtracting an origin from the raw x-axisometer data to determinerelative pivot up (if any). Second, if the relative pivot up is greaterthan a maximum pivot up of Δ50° then the relative pivot up is set to50°. Third, the relative pivot up is compared against a neutral zonethreshold. If the relative pivot down is greater than the threshold,then the threshold is subtracted from the relative pivot down todetermine active pivot up. The active pivot up value is multiplied by(−cos(((v-axisometer data)+90.0)/180.0*Pi)) to determine a basis oftravel along one vector of the floor of the VE; and the active pivot upvalue is multiplied by (−sin(((v-axisometer data)+90.0)/180.0*Pi)) todetermine a basis of travel along the other vector of the floor of theVE. These bases of travel are normalized for consistency across deviceswith varying processor speeds, divided by a dampening factor of 60 andthen added to each of the current location point variables. If the newlycalculated location is outside the bounds of the VE, then the newlocation is set inside the bounds of the VE.

Thus, in this embodiment, the virtual camera moves backwardproportionally faster as the device is pivoted up farther from theorigin. In other preferred embodiments, the virtual camera movesbackward at a fixed rate regardless of degree of pivot up. In otherpreferred embodiments, the backward movement of the virtual camera isspeed limited. A variety of equations may be used to translate pivot updata into virtual camera backward movement including but not limited tolinear, exponential, geometric and other curved functions.

FIGS. 8A, 8B and 8C illustrate an aim right interaction sequence andrelated visual display states. FIG. 8A represents a device startingposture while FIGS. 8B and 8C represent interaction sequence transitionstates. FIGS. 9A, 9B and 9C illustrate virtual camera location 111 andorientation 112 states in VE 110 corresponding to interaction sequencestates illustrated in FIGS. 8A, 8B and 8C respectively.

FIG. 8A represents a device starting posture and FIG. 9A illustrates thevirtual camera starting in the west region of the VE facing north.Videos mapped to video panes 113, 116 and 119 are playing. Video pane113 fills a portion of visual display 101. Sounds emanating from virtualspeaker 114 are produced primarily for display primarily by auditorydevices 102 and/or 106 (as if coming from the left); while soundsemanating from virtual speakers 115, 117, 118, 120 and 121 are producedfor display primarily by auditory devices 103 and/or 107 (as if comingfrom the right). Sounds from virtual speakers 114 and 115 are producedrelatively louder than the other virtual speakers farther from thevirtual camera. Devices with a single audio display, capable ofmonophonic sound only, may be limited to the latter distance-baseddistinction; however this limitation can be remedied by attaching stereoheadphones 104 to the device.

FIG. 8B illustrates a transitory aim right interaction state and FIG. 9Billustrates that the virtual camera orientation has rotated clockwise toface northeast. Video mapped to video panes 113, 116 and 119 continue toplay. Video pane 116 is now centered on visual display 101 with portionsof video panes 113 and 119 to the left and right. Sound from virtualspeaker 114 is produced to be more clearly coming from the left.

FIG. 8C illustrates a second aim right interaction state and FIG. 9Cillustrates that the virtual camera has rotated further clockwise toface directly east. Video mapped to video panes 113, 116 and 119continue to play. Video pane 119 is now centered on the visual display101. Sounds from virtual speakers 114 and 115 are both now produced asif coming from the left while sounds from virtual speakers 120 and 121are now produced as if coming from straight ahead.

FIGS. 8D, 8E and 8F illustrate an aim left interaction sequence andrelated visual display states. FIG. 8D represents a device startingposture while FIGS. 8E and 8F represent interaction sequence transitionstates. FIGS. 9D, 9E and 9F illustrate virtual camera location 111 andorientation 112 states corresponding to interaction sequence statesillustrated in FIGS. 8D, 8E and 8F respectively.

FIG. 8D represents a device starting posture and FIG. 9D illustrates thevirtual camera starting in the west region of the VE facing east. Videosmapped to video panes 113, 116 and 119 are playing. Video pane 119 fillsa portion of visual display 101. Sounds emanating from virtual speaker114, 115, 117, 118 are produced for display primarily by auditorydevices 102 and/or 106 (as if coming from the left); while soundsemanating from virtual speakers 120 and 121 are generally centeredbetween left and right, though somewhat stereoscopically distinct.Sounds from virtual speakers 114 and 115 are produced relatively louderthan the other virtual speakers farther from the virtual camera. Deviceswith a single audio display, capable of monophonic sound only, may belimited to the latter distance-based distinction; however thislimitation can be remedied by attaching stereo headphones 104 to thedevice.

FIG. 8E illustrates a transitory aim left interaction state and FIG. 9Eillustrates that the virtual camera orientation has rotatedcounter-clockwise to face northeast. Video mapped to video panes 113,116 and 119 continue to play. Video pane 116 is now centered on visualdisplay 101 with portions of video panes 113 and 119 to the left andright. Sound from virtual speaker 115 is produced to be more centrallysourced and less clearly coming from the left.

FIG. 8F illustrates a second aim left interaction state and FIG. 9Fillustrates that the virtual camera has rotated furthercounter-clockwise to face directly north. Video mapped to video panes113, 116 and 119 continue to play. Video pane 113 is now centered on thevisual display 101 and neither video pane 116 nor 119 are visible.Sounds emanating from virtual speakers 120 and 121 now are produced fordisplay primarily by auditory devices 103 and/or 107 (as if coming fromthe right), while sounds from virtual speakers 114 and 115 are nowgenerally centered between left and right, though somewhatstereoscopically distinct.

FIGS. 10A, 10B and 10C illustrate a tip right interaction sequence andrelated visual display states. FIG. 10A represents a device startingposture while FIGS. 10B and 10C represent interaction sequencetransition states. FIGS. 11A, 11B and 11C illustrate virtual cameralocation 111 and orientation 112 states in VE 110 corresponding tointeraction sequence states illustrated in FIGS. 10A, 10B and 10Crespectively.

FIG. 10A represents a device starting posture and FIG. 11A illustratesthe virtual camera starting in the southwest region of the VE facingnorth. Videos mapped to video panes 113, 116 and 119 are playing. Videopane 113 and a portion of video pane 116 are visible on visual display101. Virtual speakers 114 and 115 are directly ahead, while virtualspeakers 117, 118, 120 and 121 are to the right. Auditory devices 102and/or 106 emphasize (e.g. display at a higher relative volume) soundsvirtually emanating from virtual speaker 114 while auditory devices 103and/or 107 emphasize sounds virtually emanating from virtual speakers115, 117, 118, 120 and 121.

FIG. 10B illustrates a transitory tip right interaction state and FIG.11B illustrates that the virtual camera has moved eastward. Video mappedto video panes 113, 116 and 119 continue to play. Video panes 113 and116 are centered on visual display 101, while sounds from virtualspeakers 120 and 121 are produced louder on the right than before. Thevirtual camera has rotated around its z-axis counter-clockwise to bringthe horizon in the VE closer to parallel with the realground—counter-balancing the tip right of the device.

FIG. 10C illustrates a second tip right interaction state and FIG. 11Cillustrates that the virtual camera has moved further east. Video mappedto video panes 113, 116 and 119 continue to play. Video pane 116 is nowcentered in the visual display 101, while sounds from virtual speakers120 and 121 are produced even louder on the right.

In a preferred embodiment of the invention, tip right of a device willnot result in movement of the virtual camera if the virtual camera iscurrently moving forward or backward in response to pivot down or pivotup interactions. It is generally easier for participants to do one thingat a time, and such separating of pivot axes reduces the chances ofaccidental actuation and simplifies the overall user experience. Whilerightward virtual camera movement is suppressed during forward andbackward movement, counter-clockwise rotation of the virtual camera tofluidly maintain the virtual horizon is not suppressed. This maintainsthe illusion of multidirectional control without evidencing theaforementioned suppression. For skilled 3D navigators, however, enablingmovement along both axes simultaneously can provide more interactioncontrol.

In a preferred embodiment, velocity of virtual camera movement to theright is related to tip right in the following manner using thefollowing equations. First, data about the device's z-axis rotationposture is compared against an origin to determine whether the device istipped right—by subtracting an origin from the raw z-axisometer data todetermine relative tip right (if any). Second, if the relative tip rightis greater than a maximum tip right of 50° then the relative tip rightis set to 50°. Third, the relative tip right is compared against aneutral zone threshold. If the relative tip right is greater than thethreshold, then the threshold is subtracted from the relative tip rightto determine active tip right. The active tip right value is multipliedby (−cos(((v-axisometer data)+90.0)/180.0*Pi)) to determine a basis oftravel along one vector of the floor of the VE; and the active tip rightvalue is multiplied by (−sin(((v-axisometer data)+90.0)/180.0*Pi)) todetermine a basis of travel along the other vector of the floor of theVE. These bases of travel are normalized for consistency across deviceswith varying processor speeds, divided by a dampening factor of 120 andthen added to each of the current location point variables. If the newlycalculated location is outside the bounds of the VE, then the newlocation is set inside the bounds of the VE.

Thus, in this embodiment, the virtual camera moves right proportionallyfaster as the device is tipped right farther from the origin. In otherpreferred embodiments, the virtual camera moves right at a fixed rateregardless of degree of tip right. In other preferred embodiments, therightward movement of the virtual camera is speed limited. A variety ofequations may be used to translate tip right data into virtual camerarightward movement including but not limited to linear, exponential,geometric and other curved functions.

FIGS. 10D, 10E and 10F illustrate a tip left interaction sequence andrelated visual display states. FIG. 10D represents a device startingposture while FIGS. 10E and 10F represent interaction sequencetransition states. FIGS. 11D, 11E and 11F illustrate virtual cameralocation 111 and orientation 112 states corresponding to interactionsequence states illustrated in FIGS. 10D, 10E and 10F respectively.

FIG. 10D represents a device starting posture and FIG. 11D illustratesthe virtual camera starting in the southeast region of the VE facingnorth. Videos mapped to video panes 113, 116 and 119 are playing. Videopane 116 and a portion of video panes 113 and 119 are visible on visualdisplay 101. Virtual speakers 114 and 115 are to the left, virtualspeakers 117 and 118 are directly ahead, and virtual speakers 120 and121 are to the right. Auditory devices 102 and/or 106 emphasize (e.g.display at a higher relative volume) sounds virtually emanating fromvirtual speaker 114, 115 and 117 while auditory devices 103 and/or 107emphasize sounds virtually emanating from virtual speakers 118, 120 and121.

FIG. 10E illustrates a transitory tip left interaction state and FIG.11E illustrates that the virtual camera has moved westward. Video mappedto video panes 113, 116 and 119 continue to play. Video panes 113 and116 are centered on visual display 101, while sounds from virtualspeakers 120 and 121 are produced softer on the right than before. Thevirtual camera has rotated around its z-axis clockwise to bring thehorizon in the VE closer to parallel with the realground—counter-balancing the tip left of the device.

FIG. 10F illustrates a second tip left interaction state and FIG. 11Fillustrates that the virtual camera has moved further west. Video mappedto video panes 113, 116 and 119 continue to play. Video pane 113 is nowcentered in the visual display 101, while sounds from virtual speakers120 and 121 are produced even quieter on the right.

In a preferred embodiment of the invention, tip left of a device willnot result in movement of the virtual camera if the virtual camera iscurrently moving forward or backward in response to pivot down or pivotup interactions. It is generally easier for participants to do one thingat a time, and such separating of pivot axes reduces the chances ofaccidental actuation and simplifies the overall user experience. Whileleftward virtual camera movement is suppressed during forward andbackward movement, clockwise rotation of the virtual camera to fluidlymaintain the virtual horizon is not suppressed. This maintains theillusion of multidirectional control without evidencing theaforementioned suppression. For skilled 3D navigators, however, enablingmovement along both axes simultaneously can provide more interactioncontrol.

In a preferred embodiment, velocity of virtual camera movement to theleft is related to tip left in the following manner using the followingequations. First, data about the device's z-axis rotation posture iscompared against an origin to determine whether the device is tippedleft—by subtracting an origin from the raw z-axisometer data todetermine relative tip left (if any). Second, if the relative tip leftis greater than a maximum tip left of 50° then the relative tip left isset to 50°. Third, the relative tip left is compared against a neutralzone threshold. If the relative tip left is greater than the threshold,then the threshold is subtracted from the relative tip left to determineactive tip left. The active tip left value is multiplied by(−cos(((v-axisometer data)+90.0)/180.0*Pi)) to determine a basis oftravel along one vector of the floor of the VE; and the active tip leftvalue is multiplied by (−sin(((v-axisometer data)+90.0)/180.0*Pi)) todetermine a basis of travel along the other vector of the floor of theVE. These bases of travel are normalized for consistency across deviceswith varying processor speeds, divided by a dampening factor of 120 andthen added to each of the current location point variables. If the newlycalculated location is outside the bounds of the VE, then the newlocation is set inside the bounds of the VE.

Thus, in such an embodiment, the virtual camera moves leftproportionally faster as the device is tipped left farther from theorigin. In other preferred embodiments, the virtual camera moves left ata fixed rate regardless of degree of tip left. In other preferredembodiments, the leftward movement of the virtual camera is speedlimited. A variety of equations may be used to translate tip left datainto virtual camera leftward movement including but not limited tolinear, exponential, geometric and other curved functions.

In a preferred embodiment of the invention, the above describedinteraction mappings are combined to result in a coherent gestalt userexperience. An example interaction sequence based on the VE modelillustrated in FIG. 3 using device 100 might occur as follows. Start bystanding in the northwest corner of the VE close to the soccer gameplaying in video pane 113, as illustrated in FIG. 6D. Pivot up to walkbackward (south) through FIG. 6E to arrive at the state illustrated inFIG. 8A. Aim right to change the orientation of the virtual camerathrough FIGS. 8B and 8C to rest in the state illustrated in FIG. 8D,revealing the active videoconference stream in video pane 116 and theplaying bird documentary in video pane 119 to the northeast and east,respectively. Now, as illustrated in FIG. 8D, game action emanating fromvirtual speakers 114 and 115 is only audible from the left audio display102 and/or 106. To view said game action, aim left through FIGS. 8E and8F to rest at the state illustrated by FIG. 10A. Finally, tip right torelocate the virtual camera eastward through FIGS. 10B and 10C to arriveat the state illustrated in FIG. 10D. The virtual camera is now locatedin the southeast region of the VE and the videoconference stream videopane is centered on the visual display. The soccer match is now audibleto the left and the birds are now audible to the right.

FIG. 12 illustrates a representative model of an architectural scalemanifold vista VE 130 containing video pane 131 in the northwest region,video pane 133 in the southeast region, and video pane 132 centrallylocated. A virtual camera is located 134 on the west side of the spacewith a lens orientation 135 facing towards the east. An alternatelocation 136 of the virtual camera is on the east side of the space withan alternate lens orientation 137 facing towards the west. Video pane133 is obscured from virtual camera location 134 by video pane 132; andvideo pane 131 is obscured from virtual camera location 136 by videopane 132. The invention is particularly useful in architectural scalemanifold vista spaces because access to each content element requiresthe participant to travel though the space (with benefit of peripateticsense) and to change orientation (with benefit of proprioceptive sense).

Video Pane Characteristics

Video panes and virtual speakers may appear, disappear, change size orshape, or change location in space at temporal locations predeterminedbefore a given participant experience or at temporal locationsdetermined in part or in whole on the fly.

When a video pane is visible from more than one side, the video pane'scontent may be automatically flipped around the video pane's y-axis whenviewed from the backside of the video pane to maintain the content'soriginal facing. This approach would be critical in the event thatwords, such as subtitles, are part of the video content. Alternately,video content may be produced in reverse from the backside of the videopane.

Video panes may be opaque to other video panes and objects in the VE, ormay be transparent. In one preferred embodiment, video panes areproduced at 75% opacity, hinting at detail necessary for navigating amanifold vista VE without compromising the experience of the videocontent.

Whether transparent or not, participants may be permitted to walkdirectly through video panes or be blocked from such passage. Ifpermitted to pass through video panes, audio feedback and/or videoeffects may assist in participant comprehension of such transaction.Video panes and other objects in the VE may optionally be used asportals that bridge non-neighboring regions of the VE—enabling aparticipant to travel, for example, directly from a pane located in thenorthwest region of a VE to a pane located in the southeast region ofthe VE. Portal interactions may also be used for traversing hyperlinksor for entry into and exit from a VE.

It should be understood that characteristics of, transformations of, andinteractions with video panes in a VE may be generalized to othercontent forms including but not limited to still images, text documents,web pages, maps, graphs and 3D objects.

Exemplary Hardware Configuration

FIG. 13 is a block diagram of an exemplary hardware configuration model200 for a device implementing the participant experience described inreference to FIGS. 1-12. Exemplary hardware devices include Apple's iPadand iPhone devices, Samsung's Galaxy phones and tablets, mobile devicesbuilt on Google's Android platform, Microsoft's Surface tabletcomputers. Alternate hardware devices include Google's Project Glasswearable computers and Microsoft's X-BOX 360 game consoles equipped withKinect motion sensing input hardware.

From a participant interaction perspective, the device can include oneor more visual display(s) 201 coupled with one or more visual displaycontroller(s) 202, one or more auditory display(s) 203 coupled with oneor more auditory display controller(s) 204, and one or more tactiledisplay(s) 205 coupled with one or more tactile display controller(s)206. It can include one or more accelerometer(s) 207, one or moremagnetometer(s) 208, one or more gyro sensor(s) 209, one or more touchsensor(s) 210, and one or more other input hardware 211 (such ashardware button(s), camera(s) and/or other proximity sensing and/ormotion sensing technologies) each coupled to one or more inputinterface(s) 212.

The device can include one or more processor(s) 213 and one or morememory bank(s) 214 connected to one another and connected to the variousdisplay controller(s) and input interface(s) via one or more bus(es)218. It can also be coupled with one or more wireless communicationsubsystem(s) 215 that communicate through one or more wirelessnetwork(s) 216 to one or more remote computing device(s) 217.

Applicability

The claimed invention may be used for navigating in a variety ofcontexts including but not limited to productions of artisticexpression, theatrical prototyping, architectural simulation,street-view mapping, gaming, remote control of vehicles, augmentedreality, virtual reality, videoconferencing and other telepresenceapplications, and user interfaces for document and image searching,browsing and retrieval. Virtual environments containing polylinear videoand audio have already been discussed at length. The peripateticproprioceptive experience principles and solutions disclosed apply to avariety of other applications making use of virtual or virtual-likeenvironments.

Architects can prototype buildings and museum exhibit curators canprototype the design of exhibits, then test virtual experiences of thespace and fine tune before physical construction.

Augmented reality applications can be enhanced by enabling participantsto travel in the modeled space without having to change their locationin the physical world.

Games situated in virtual environments, for example, can be improved byenabling participants to move around more naturally without overloadingthe visual display with buttons.

Street-view maps can be transformed into a form of VE. Rather thanmouse-clicking or finger-tapping on a visual display interface to movefrom virtual camera location to virtual camera location, the presentinvention enables participants to more easily navigate the mapenvironment and experience the captured streets (or other spaces) withproprioceptive perspective.

Extemporaneous control of remote objects can be made more natural usingthe invention, enabling a participant to pivot, tip and aim a handheldor head mounted device to control a remote-controlled toy or full-sizedmilitary tank, for example. If the vehicle is outfitted with a camera,then the participant may see the remote location from first-personproprioceptive perspective.

A frequently expressed need in the domain of videoconferencing involveseffective techniques for spatializing and navigating amongst attendeevideo panes and related document content. The present invention canoverturn the rigid seating arrangements and unwieldy display limitationsof current-day multi-party videoconferencing systems in favor of aportable experience that uses intuitive and comfortable interactions.

Other social media, such as a navigable VE-based telepresence event maybe transformed by adding peripatetic proprioceptive interactions,complete with soundscape cocktail party effects. As a participant movestheir avatar through the VE, conversations overheard amongst virtualattendees close by in the space are produced louder than conversationsfurther away.

The present invention may be used in improve the participant experienceof searching, browsing and retrieving documents and images from largedatabases, whether locally or remotely stored. Contents of searchresults may be distributed in two or three dimensions akin to adistribution of video panes in a VE, thus enabling a participant to movethrough the plurality of results using peripatetic and/or proprioceptiveinteractions. Gestures such as push and pull may be used to tag and/orcollect results of interest and/or initiate subsequent filtering ofnavigable results produced for browsing in the space.

Having now set forth the preferred embodiments and certain modificationsof the concepts underlying the present invention—which are meant to beexemplary and not limiting—various other embodiments and uses as well ascertain variations and modifications thereto may obviously occur tothose skilled in the art upon becoming familiar with the underlyingconcepts. It is to be understood, therefore, that the invention may bepracticed otherwise than as specifically set forth herein, includingusing sensors, apparatus, programming languages, toolkits and algorithms(including adding steps, removing steps, reversing the interpretation ofmotions, and changing the order of procedures) other than thosedescribed to effectuate the user experiences disclosed herein.

1. A computer-implemented method of navigating a virtual environment,comprising: a. generating a virtual environment; b. establishing alocation of a virtual camera in the virtual environment; c. establishingan orientation of the virtual camera in the virtual environment; d.updating the location of the virtual camera in the virtual environmentusing x-axisometer data and an x-axisometer sensor reference data; ande. updating the orientation of the virtual camera in the virtualenvironment using v-axisometer data and a v-axisometer sensor referencedata.
 2. The method of claim 1, wherein the virtual environmentcomprises a plurality of video panes and a plurality of virtualspeakers, wherein: a. a plurality of videos play simultaneously indistinct locations in the virtual environment; and b. a plurality ofsounds are produced for display as if coming from distinct locations inthe virtual environment.
 3. The method of claim 2, wherein at least oneof the plurality of videos comprises a videoconference stream.
 4. Themethod of claim 1, wherein: a. the updated location of the virtualcamera is established in the direction of the orientation of the virtualcamera if the x-axisometer data indicates a pivot down posture relativeto the x-axisometer sensor reference data; and b. the updated locationof the virtual camera is established in the opposite direction of theorientation of the virtual camera if the x-axisometer data indicates apivot up posture relative to the x-axisometer sensor reference data. 5.The method of claim 1, wherein the x-axisometer sensor reference datacomprises one or more neutral zone thresholds.
 6. The method of claim 1,wherein the magnitude of virtual camera location change is based on thex-axisometer data relative to the x-axisometer sensor reference data. 7.The method of claim 1, wherein: a. the updated orientation of thevirtual camera is established left if the v-axisometer data indicates anaim left posture relative to the v-axisometer sensor reference data; andb. the updated orientation of the virtual camera is established right ifthe v-axisometer data indicates an aim right posture relative to thev-axisometer sensor reference data.
 8. The method of claim 1, whereinthe v-axisometer sensor reference data comprises one or more neutralzone thresholds.
 9. The method of claim 1, further comprising updatingthe location of the virtual camera in the virtual environment usingz-axisometer data and a z-axisometer sensor reference data.
 10. Themethod of claim 9, wherein: a. the updated location of the virtualcamera is established in the direction perpendicularly left of theorientation of the virtual camera if the z-axisometer data indicatesthat tip left posture relative to the z-axisometer sensor referencedata; and b. the updated location of the virtual camera is establishedin the direction perpendicularly right of the orientation of the virtualcamera if the z-axisometer data indicates a tip right posture relativeto the z-axisometer sensor reference data.
 11. The method of claim 1,further comprising jumping the virtual camera to a viewing location inrelation to content in the virtual environment.
 12. The method of claim1, further comprising establishing a view lock of the virtual camera inthe virtual environment, wherein the location of the virtual camera islocked or the orientation of the virtual camera is locked or both thelocation of the virtual camera and the orientation of the virtual cameraare locked.
 13. A computer-implemented method of navigating a virtualenvironment, comprising: a. generating a virtual environment; b.establishing a location of a virtual camera in the virtual environment;c. establishing an orientation of the virtual camera in the virtualenvironment; and d. updating the location of the virtual camera in thevirtual environment using z-axisometer data and a z-axisometer sensorreference data wherein: i. the location of the virtual camera isestablished in the direction perpendicularly left of the orientation ofthe virtual camera if the z-axisometer data indicates that tip leftposture relative to the z-axisometer sensor reference data; and ii. thelocation of the virtual camera is established in the directionperpendicularly right of the orientation of the virtual camera if thez-axisometer data indicates a tip right posture relative to thez-axisometer sensor reference data.
 14. The method of claim 13, whereinthe virtual environment is produced to appear three-dimensional.
 15. Themethod of claim 13, wherein the z-axisometer sensor reference datacomprises one or more neutral zone thresholds.
 16. The method of claim13, wherein the magnitude of virtual camera location change is based onthe z-axisometer data relative to the z-axisometer sensor referencedata.
 17. A computer-implemented method of navigating a virtualenvironment, comprising: a. generating a three-dimensional virtualenvironment comprising a plurality of video panes and a plurality ofvirtual speakers, wherein: i. a plurality of videos play simultaneouslyin distinct locations in the virtual environment; and ii. a plurality ofsounds are produced for display as if coming from distinct locations inthe virtual environment; b. establishing a location of a virtual camerain the virtual environment; c. establishing an orientation of thevirtual camera in the virtual environment; d. updating the location ofthe virtual camera in the virtual environment using x-axisometer dataand an x-axisometer sensor reference data, wherein: i. the location ofthe virtual camera is established in the direction of the orientation ofthe virtual camera if the x-axisometer data indicates a pivot downposture relative to the x-axisometer sensor reference data; ii. thelocation of the virtual camera is established in the opposite directionof the orientation of the virtual camera if the x-axisometer dataindicates a pivot up posture relative to the x-axisometer sensorreference data; and iii. the magnitude of virtual camera location changeis based on x-axisometer data relative to x-axisometer sensor referencedata; and e. updating the orientation of the virtual camera in thevirtual environment using v-axisometer data and a v-axisometer sensorreference data, wherein: i. the orientation of the virtual camera isestablished left if the v-axisometer data indicates an aim left posturerelative to a v-axisometer sensor reference data; and ii. theorientation of the virtual camera is established right if thev-axisometer data indicates an aim right posture relative to thev-axisometer sensor reference data.
 18. The method of claim 17, furthercomprising updating the location of the virtual camera in the virtualenvironment using z-axisometer data and a z-axisometer sensor referencedata, wherein: i. the location of the virtual camera is established inthe direction perpendicularly left of the orientation of the virtualcamera if the z-axisometer data indicates that tip left posture relativeto the z-axisometer sensor reference data; ii. the location of thevirtual camera is established in the direction perpendicularly right ofthe orientation of the virtual camera if the z-axisometer data indicatesa tip right posture relative to the z-axisometer sensor reference data;and iii. the magnitude of virtual camera location change is based onz-axisometer data relative to z-axisometer sensor reference data. 19.The method of claim 17, further comprising jumping the virtual camera toa viewing location in relation to content in the virtual environment inresponse to a push and pull movement sequence.
 20. The method of claim17, further comprising establishing a view lock of the virtual camera inthe virtual environment in response to a push and pull movementsequence, wherein the location of the virtual camera is locked or theorientation of the virtual camera is locked or both the location of thevirtual camera and the orientation of the virtual camera are locked.